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
52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** Settings for off-screen rendering. */
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typedef enum eV3DOffscreenDrawFlag {
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V3D_OFSDRAW_NONE = (0),
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V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
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V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS = (1 << 1),
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V3D_OFSDRAW_SHOW_GRIDFLOOR = (1 << 2),
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V3D_OFSDRAW_SHOW_SELECTION = (1 << 3),
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V3D_OFSDRAW_XR_SHOW_CONTROLLERS = (1 << 4),
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V3D_OFSDRAW_XR_SHOW_CUSTOM_OVERLAYS = (1 << 5),
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V3D_OFSDRAW_SHOW_OBJECT_EXTRAS = (1 << 6),
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} eV3DOffscreenDrawFlag;
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/** #View3DShading.light */
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typedef enum eV3DShadingLightingMode {
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V3D_LIGHTING_FLAT = 0,
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V3D_LIGHTING_STUDIO = 1,
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V3D_LIGHTING_MATCAP = 2,
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} eV3DShadingLightingMode;
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/** #View3DShading.color_type, #View3DShading.wire_color_type */
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typedef enum eV3DShadingColorType {
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V3D_SHADING_MATERIAL_COLOR = 0,
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V3D_SHADING_RANDOM_COLOR = 1,
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V3D_SHADING_SINGLE_COLOR = 2,
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V3D_SHADING_TEXTURE_COLOR = 3,
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V3D_SHADING_OBJECT_COLOR = 4,
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V3D_SHADING_VERTEX_COLOR = 5,
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} eV3DShadingColorType;
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/** #View3DShading.background_type */
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typedef enum eV3DShadingBackgroundType {
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V3D_SHADING_BACKGROUND_THEME = 0,
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V3D_SHADING_BACKGROUND_WORLD = 1,
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V3D_SHADING_BACKGROUND_VIEWPORT = 2,
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} eV3DShadingBackgroundType;
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#ifdef __cplusplus
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}
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#endif
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