230 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright 2016, Blender Foundation.
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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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 * Contributor(s): Blender Institute
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 *
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 */
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/** \file basic_engine.c
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 *  \ingroup draw_engine
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 *
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 * Simple engine for drawing color and/or depth.
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 * When we only need simple flat shaders.
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 */
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#include "DRW_render.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#define BASIC_ENGINE "BLENDER_BASIC"
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/* we may want this later? */
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#define USE_DEPTH
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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 * Is freed everytime the viewport engine changes */
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typedef struct BASIC_StorageList {
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	struct BASIC_PrivateData *g_data;
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} BASIC_StorageList;
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typedef struct BASIC_PassList {
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#ifdef USE_DEPTH
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	struct DRWPass *depth_pass;
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	struct DRWPass *depth_pass_cull;
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#endif
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	struct DRWPass *color_pass;
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} BASIC_PassList;
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typedef struct BASIC_Data {
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	void *engine_type;
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	DRWViewportEmptyList *fbl;
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	DRWViewportEmptyList *txl;
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	BASIC_PassList *psl;
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	BASIC_StorageList *stl;
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} BASIC_Data;
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/* *********** STATIC *********** */
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static struct {
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#ifdef USE_DEPTH
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	/* Depth Pre Pass */
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	struct GPUShader *depth_sh;
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#endif
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	/* Shading Pass */
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	struct GPUShader *color_sh;
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} e_data = {NULL}; /* Engine data */
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typedef struct BASIC_PrivateData {
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#ifdef USE_DEPTH
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	DRWShadingGroup *depth_shgrp;
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	DRWShadingGroup *depth_shgrp_cull;
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#endif
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	DRWShadingGroup *color_shgrp;
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *UNUSED(vedata))
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{
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#ifdef USE_DEPTH
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	/* Depth prepass */
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	if (!e_data.depth_sh) {
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		e_data.depth_sh = DRW_shader_create_3D_depth_only();
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	}
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#endif
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	/* Shading pass */
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	if (!e_data.color_sh) {
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		e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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	}
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}
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static void basic_cache_init(void *vedata)
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{
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	BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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	if (!stl->g_data) {
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		/* Alloc transient pointers */
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		stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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	}
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#ifdef USE_DEPTH
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	/* Depth Pass */
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	{
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		psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
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		stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
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		psl->depth_pass_cull = DRW_pass_create(
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		        "Depth Pass Cull",
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		        DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
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		stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
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	}
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#endif
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	/* Color Pass */
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	{
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		psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
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		stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
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	}
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}
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static void basic_cache_populate(void *vedata, Object *ob)
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{
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	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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	if (!DRW_object_is_renderable(ob))
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		return;
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	struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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	if (geom) {
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		bool do_cull = false;  /* TODO (we probably wan't to take this from the viewport?) */
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#ifdef USE_DEPTH
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		/* Depth Prepass */
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		DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
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#endif
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		/* Shading */
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		DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
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	}
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}
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static void basic_cache_finish(void *vedata)
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{
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	BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
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	UNUSED_VARS(stl);
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}
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static void basic_draw_scene(void *vedata)
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{
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	BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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	const bool is_select = DRW_state_is_select();
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	bool use_color = true;
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	bool use_depth = true;
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	bool use_depth_cull = true;
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	if (is_select) {
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		/* Needed for depth-picking,
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		 * for other selection types there are no need for extra passes either. */
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		use_color = false;
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		use_depth_cull = false;
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	}
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#ifdef USE_DEPTH
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	/* Pass 1 : Depth pre-pass */
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	if (use_depth) {
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		DRW_draw_pass(psl->depth_pass);
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	}
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	if (use_depth_cull) {
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		DRW_draw_pass(psl->depth_pass_cull);
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	}
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#endif
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	/* Pass 3 : Shading */
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	if (use_color) {
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		DRW_draw_pass(psl->color_pass);
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	}
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}
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static void basic_engine_free(void)
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{
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	/* all shaders are builtin */
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}
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static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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DrawEngineType draw_engine_basic_type = {
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	NULL, NULL,
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	N_("Basic"),
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	&basic_data_size,
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	&basic_engine_init,
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	&basic_engine_free,
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	&basic_cache_init,
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	&basic_cache_populate,
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	&basic_cache_finish,
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	NULL,
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	&basic_draw_scene,
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	NULL,
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	NULL,
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	NULL,
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};
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_basic_type = {
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	NULL, NULL,
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	BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
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	NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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	&draw_engine_basic_type,
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	{NULL, NULL, NULL}
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};
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#undef BASIC_ENGINE
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