177 lines
5.6 KiB
C++
177 lines
5.6 KiB
C++
/*
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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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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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#ifndef __DRAW_COMMON_H__
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#define __DRAW_COMMON_H__
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struct DRWPass;
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struct DRWShadingGroup;
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struct GPUMaterial;
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struct ModifierData;
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struct Object;
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struct ParticleSystem;
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struct ViewLayer;
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#define UBO_FIRST_COLOR colorWire
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#define UBO_LAST_COLOR colorFaceFront
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/* Used as ubo but colors can be directly referenced as well */
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/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
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/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
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typedef struct GlobalsUboStorage {
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/* UBOs data needs to be 16 byte aligned (size of vec4) */
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float colorWire[4];
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float colorWireEdit[4];
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float colorActive[4];
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float colorSelect[4];
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float colorDupliSelect[4];
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float colorDupli[4];
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float colorLibrarySelect[4];
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float colorLibrary[4];
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float colorTransform[4];
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float colorLight[4];
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float colorSpeaker[4];
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float colorCamera[4];
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float colorCameraPath[4];
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float colorEmpty[4];
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float colorVertex[4];
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float colorVertexSelect[4];
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float colorVertexUnreferenced[4];
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float colorVertexMissingData[4];
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float colorEditMeshActive[4];
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float colorEdgeSelect[4];
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float colorEdgeSeam[4];
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float colorEdgeSharp[4];
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float colorEdgeCrease[4];
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float colorEdgeBWeight[4];
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float colorEdgeFaceSelect[4];
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float colorEdgeFreestyle[4];
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float colorFace[4];
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float colorFaceSelect[4];
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float colorFaceFreestyle[4];
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float colorNormal[4];
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float colorVNormal[4];
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float colorLNormal[4];
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float colorFaceDot[4];
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float colorSkinRoot[4];
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float colorDeselect[4];
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float colorOutline[4];
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float colorLightNoAlpha[4];
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float colorBackground[4];
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float colorEditMeshMiddle[4];
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float colorHandleFree[4];
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float colorHandleAuto[4];
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float colorHandleVect[4];
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float colorHandleAlign[4];
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float colorHandleAutoclamp[4];
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float colorHandleSelFree[4];
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float colorHandleSelAuto[4];
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float colorHandleSelVect[4];
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float colorHandleSelAlign[4];
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float colorHandleSelAutoclamp[4];
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float colorNurbUline[4];
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float colorNurbVline[4];
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float colorNurbSelUline[4];
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float colorNurbSelVline[4];
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float colorActiveSpline[4];
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float colorBonePose[4];
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float colorCurrentFrame[4];
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float colorGrid[4];
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float colorGridEmphasise[4];
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float colorGridAxisX[4];
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float colorGridAxisY[4];
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float colorGridAxisZ[4];
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float colorFaceBack[4];
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float colorFaceFront[4];
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/* NOTE! Put all color before UBO_LAST_COLOR */
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float screenVecs[2][4]; /* padded as vec4 */
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float sizeViewport[2], sizeViewportInv[2]; /* packed as vec4 in glsl */
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/* Pack individual float at the end of the buffer to avoid alignment errors */
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float sizePixel, pixelFac;
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float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
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float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
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float pad_globalsBlock[2];
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} GlobalsUboStorage;
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/* Keep in sync with globalsBlock in shaders */
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BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
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void DRW_globals_update(void);
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void DRW_globals_free(void);
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struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view,
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const RegionView3D *rv3d,
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float offset);
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int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
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float *DRW_color_background_blend_get(int theme_id);
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bool DRW_object_is_flat(Object *ob, int *r_axis);
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bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
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/* draw_hair.c */
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/* This creates a shading group with display hairs.
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* The draw call is already added by this function, just add additional uniforms. */
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struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWPass *hair_pass,
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struct GPUShader *shader);
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struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object,
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struct ParticleSystem *psys,
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struct ModifierData *md,
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struct DRWPass *hair_pass,
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struct GPUMaterial *material);
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void DRW_hair_init(void);
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void DRW_hair_update(void);
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void DRW_hair_free(void);
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/* draw_common.c */
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struct DRW_Global {
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/** If needed, contains all global/Theme colors
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* Add needed theme colors / values to DRW_globals_update() and update UBO
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* Not needed for constant color. */
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GlobalsUboStorage block;
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/** Define "globalsBlock" uniform for 'block'. */
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struct GPUUniformBuffer *block_ubo;
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struct GPUTexture *ramp;
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struct GPUTexture *weight_ramp;
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struct GPUUniformBuffer *view_ubo;
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};
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extern struct DRW_Global G_draw;
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#endif /* __DRAW_COMMON_H__ */
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