502 lines
16 KiB
C
502 lines
16 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_engine
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*/
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#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
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#include "BIF_glutil.h"
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#include "BKE_editmesh.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BLI_hash.h"
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#include "GPU_shader.h"
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#include "DRW_render.h"
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#include "draw_mode_engines.h"
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#ifdef __APPLE__
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#define USE_GEOM_SHADER_WORKAROUND 1
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#else
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#define USE_GEOM_SHADER_WORKAROUND 0
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#endif
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/* Structures */
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typedef struct OVERLAY_StorageList {
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struct OVERLAY_PrivateData *g_data;
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} OVERLAY_StorageList;
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typedef struct OVERLAY_PassList {
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struct DRWPass *face_orientation_pass;
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struct DRWPass *face_wireframe_pass;
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} OVERLAY_PassList;
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typedef struct OVERLAY_Data {
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void *engine_type;
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DRWViewportEmptyList *fbl;
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DRWViewportEmptyList *txl;
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OVERLAY_PassList *psl;
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OVERLAY_StorageList *stl;
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} OVERLAY_Data;
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typedef struct OVERLAY_PrivateData {
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DRWShadingGroup *face_orientation_shgrp;
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DRWShadingGroup *face_wires_shgrp;
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BLI_mempool *wire_color_mempool;
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View3DOverlay overlay;
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float wire_step_param;
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bool ghost_stencil_test;
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bool show_overlays;
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} OVERLAY_PrivateData; /* Transient data */
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typedef struct OVERLAY_Shaders {
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/* Face orientation shader */
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struct GPUShader *face_orientation;
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/* Wireframe shader */
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struct GPUShader *select_wireframe;
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struct GPUShader *face_wireframe;
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} OVERLAY_Shaders;
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/* *********** STATIC *********** */
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static struct {
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OVERLAY_Shaders sh_data[GPU_SHADER_CFG_LEN];
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} e_data = {NULL};
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/* Shaders */
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extern char datatoc_overlay_face_orientation_frag_glsl[];
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extern char datatoc_overlay_face_orientation_vert_glsl[];
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extern char datatoc_overlay_face_wireframe_vert_glsl[];
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extern char datatoc_overlay_face_wireframe_geom_glsl[];
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extern char datatoc_overlay_face_wireframe_frag_glsl[];
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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/* Functions */
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static void overlay_engine_init(void *vedata)
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{
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OVERLAY_Data *data = vedata;
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OVERLAY_StorageList *stl = data->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
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DRW_state_clip_planes_set_from_rv3d(draw_ctx->rv3d);
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}
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->ghost_stencil_test = false;
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const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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if (!sh_data->face_orientation) {
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/* Face orientation */
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sh_data->face_orientation = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_orientation_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_overlay_face_orientation_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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}
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if (!sh_data->face_wireframe) {
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sh_data->select_wireframe = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
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.geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, "#define SELECT_EDGES\n", NULL},
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});
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#if USE_GEOM_SHADER_WORKAROUND
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/* Apple drivers does not support wide wires. Use geometry shader as a workaround. */
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sh_data->face_wireframe = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
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.geom = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_geom_glsl, NULL},
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.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, "#define USE_GEOM\n", NULL},
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});
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#else
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sh_data->face_wireframe = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, datatoc_overlay_face_wireframe_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_overlay_face_wireframe_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg_data->def, NULL},
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});
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#endif
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}
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}
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static void overlay_cache_init(void *vedata)
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{
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OVERLAY_Data *data = vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *g_data = stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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const DRWContextState *DCS = DRW_context_state_get();
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View3D *v3d = DCS->v3d;
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if (v3d) {
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g_data->overlay = v3d->overlay;
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g_data->show_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
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}
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else {
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memset(&g_data->overlay, 0, sizeof(g_data->overlay));
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g_data->show_overlays = false;
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}
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if (g_data->show_overlays == false) {
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g_data->overlay.flag = 0;
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}
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if (v3d->shading.type == OB_WIRE) {
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g_data->overlay.flag |= V3D_OVERLAY_WIREFRAMES;
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g_data->show_overlays = true;
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if (ELEM(v3d->shading.wire_color_type,
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V3D_SHADING_OBJECT_COLOR,
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V3D_SHADING_RANDOM_COLOR))
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{
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g_data->wire_color_mempool = BLI_mempool_create(sizeof(float[3]), 0, 512, 0);
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}
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}
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{
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/* Face Orientation Pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
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psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
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g_data->face_orientation_shgrp = DRW_shgroup_create(
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sh_data->face_orientation, psl->face_orientation_pass);
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(g_data->face_orientation_shgrp, rv3d);
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}
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}
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{
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/* Wireframe */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
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DRW_STATE_FIRST_VERTEX_CONVENTION | DRW_STATE_OFFSET_NEGATIVE;
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float wire_size = U.pixelsize * 0.5f;
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float winmat[4][4];
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float viewdist = rv3d->dist;
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DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
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/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
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if (rv3d->persp == RV3D_CAMOB && rv3d->is_persp == false) {
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viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
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}
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const float depth_ofs = bglPolygonOffsetCalc((float *)winmat, viewdist, 1.0f);
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const bool use_select = (DRW_state_is_select() || DRW_state_is_depth());
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GPUShader *face_wires_sh = use_select ? sh_data->select_wireframe : sh_data->face_wireframe;
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psl->face_wireframe_pass = DRW_pass_create("Face Wires", state);
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g_data->face_wires_shgrp = DRW_shgroup_create(face_wires_sh, psl->face_wireframe_pass);
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DRW_shgroup_uniform_float(g_data->face_wires_shgrp, "wireStepParam", &g_data->wire_step_param, 1);
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DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "ofs", depth_ofs);
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if (use_select || USE_GEOM_SHADER_WORKAROUND) {
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DRW_shgroup_uniform_float_copy(g_data->face_wires_shgrp, "wireSize", wire_size);
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DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(g_data->face_wires_shgrp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
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}
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if (rv3d->rflag & RV3D_CLIPPING) {
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DRW_shgroup_world_clip_planes_from_rv3d(g_data->face_wires_shgrp, rv3d);
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}
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g_data->wire_step_param = stl->g_data->overlay.wireframe_threshold - 254.0f / 255.0f;
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}
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}
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static void overlay_wire_color_get(
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const View3D *v3d, const OVERLAY_PrivateData *pd, const Object *ob, const bool use_coloring,
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float **rim_col, float **wire_col)
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{
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#ifndef NDEBUG
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*rim_col = NULL;
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*wire_col = NULL;
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#endif
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (UNLIKELY(ob->base_flag & BASE_FROM_SET)) {
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*rim_col = G_draw.block.colorDupli;
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*wire_col = G_draw.block.colorDupli;
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}
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else if (UNLIKELY(ob->base_flag & BASE_FROM_DUPLI)) {
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if (ob->base_flag & BASE_SELECTED) {
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if (G.moving & G_TRANSFORM_OBJ) {
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*rim_col = G_draw.block.colorTransform;
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}
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else {
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*rim_col = G_draw.block.colorDupliSelect;
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}
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}
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else {
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*rim_col = G_draw.block.colorDupli;
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}
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*wire_col = G_draw.block.colorDupli;
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}
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else if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
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if (G.moving & G_TRANSFORM_OBJ) {
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*rim_col = G_draw.block.colorTransform;
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}
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else if (ob == draw_ctx->obact) {
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*rim_col = G_draw.block.colorActive;
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}
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else {
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*rim_col = G_draw.block.colorSelect;
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}
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*wire_col = G_draw.block.colorWire;
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}
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else {
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*rim_col = G_draw.block.colorWire;
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*wire_col = G_draw.block.colorBackground;
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}
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if (v3d->shading.type == OB_WIRE) {
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if (ELEM(v3d->shading.wire_color_type,
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V3D_SHADING_OBJECT_COLOR,
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V3D_SHADING_RANDOM_COLOR))
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{
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*wire_col = BLI_mempool_alloc(pd->wire_color_mempool);
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*rim_col = BLI_mempool_alloc(pd->wire_color_mempool);
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if (v3d->shading.wire_color_type == V3D_SHADING_OBJECT_COLOR) {
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linearrgb_to_srgb_v3_v3(*wire_col, ob->color);
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mul_v3_fl(*wire_col, 0.5f);
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copy_v3_v3(*rim_col, *wire_col);
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}
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else {
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uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
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if (ob->id.lib) {
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hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
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}
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float hue = BLI_hash_int_01(hash);
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float hsv[3] = {hue, 0.75f, 0.8f};
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hsv_to_rgb_v(hsv, *wire_col);
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copy_v3_v3(*rim_col, *wire_col);
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}
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if ((ob->base_flag & BASE_SELECTED) && use_coloring) {
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/* "Normalize" color. */
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add_v3_fl(*wire_col, 1e-4f);
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float brightness = max_fff((*wire_col)[0], (*wire_col)[1], (*wire_col)[2]);
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mul_v3_fl(*wire_col, (0.5f / brightness));
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add_v3_fl(*rim_col, 0.75f);
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}
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else {
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mul_v3_fl(*rim_col, 0.5f);
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add_v3_fl(*wire_col, 0.5f);
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}
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}
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}
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BLI_assert(*rim_col && *wire_col);
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}
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static void overlay_cache_populate(void *vedata, Object *ob)
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{
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OVERLAY_Data *data = vedata;
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OVERLAY_StorageList *stl = data->stl;
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OVERLAY_PrivateData *pd = stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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if ((!pd->show_overlays) ||
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(ob->dt < OB_WIRE) ||
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(!DRW_object_is_renderable(ob) && (ob->dt != OB_WIRE)))
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{
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return;
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}
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if (DRW_object_is_renderable(ob) && pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
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struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
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}
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}
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if ((pd->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
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(v3d->shading.type == OB_WIRE) ||
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(ob->dtx & OB_DRAWWIRE) ||
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(ob->dt == OB_WIRE))
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{
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const bool is_edit_mode = BKE_object_is_in_editmode(ob);
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bool has_edit_mesh_cage = false;
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if (ob->type == OB_MESH) {
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/* TODO: Should be its own function. */
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Mesh *me = (Mesh *)ob->data;
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BMEditMesh *embm = me->edit_mesh;
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if (embm) {
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has_edit_mesh_cage = embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final);
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}
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}
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/* Don't do that in edit Mesh mode, unless there is a modifier preview. */
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if ((((ob != draw_ctx->object_edit) && !is_edit_mode) || has_edit_mesh_cage) ||
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ob->type != OB_MESH)
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{
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const bool is_active = (ob == draw_ctx->obact);
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const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
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const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES);
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const bool is_wire = (ob->dt < OB_SOLID);
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const bool use_coloring = (!is_edit_mode && !is_sculpt_mode && !has_edit_mesh_cage);
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const int stencil_mask = (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF;
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float *rim_col, *wire_col;
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DRWShadingGroup *shgrp = NULL;
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overlay_wire_color_get(v3d, pd, ob, use_coloring, &rim_col, &wire_col);
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struct GPUBatch *geom;
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geom = DRW_cache_object_face_wireframe_get(ob);
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if (geom || is_sculpt_mode) {
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shgrp = DRW_shgroup_create_sub(pd->face_wires_shgrp);
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float wire_step_param = 10.0f;
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if (!is_sculpt_mode) {
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wire_step_param = (all_wires) ? 1.0f : pd->wire_step_param;
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}
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DRW_shgroup_uniform_float_copy(shgrp, "wireStepParam", wire_step_param);
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if (!(DRW_state_is_select() || DRW_state_is_depth())) {
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DRW_shgroup_stencil_mask(shgrp, stencil_mask);
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DRW_shgroup_uniform_vec3(shgrp, "wireColor", wire_col, 1);
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DRW_shgroup_uniform_vec3(shgrp, "rimColor", rim_col, 1);
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}
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if (is_sculpt_mode) {
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DRW_shgroup_call_sculpt_wires_add(shgrp, ob, ob->obmat);
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}
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else {
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DRW_shgroup_call_add(shgrp, geom, ob->obmat);
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}
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}
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if (is_wire && shgrp != NULL) {
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/* If object is wireframe, don't try to use stencil test. */
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DRW_shgroup_state_disable(shgrp, DRW_STATE_STENCIL_EQUAL);
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if (ob->dtx & OB_DRAWXRAY) {
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DRW_shgroup_state_disable(shgrp, DRW_STATE_DEPTH_LESS_EQUAL);
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}
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}
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else if ((ob->dtx & OB_DRAWXRAY) && shgrp != NULL) {
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pd->ghost_stencil_test = true;
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}
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}
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}
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}
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static void overlay_cache_finish(void *vedata)
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{
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OVERLAY_Data *data = vedata;
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OVERLAY_PassList *psl = data->psl;
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OVERLAY_StorageList *stl = data->stl;
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const DRWContextState *ctx = DRW_context_state_get();
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View3D *v3d = ctx->v3d;
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/* only in solid mode */
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if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) {
|
|
if (stl->g_data->ghost_stencil_test) {
|
|
DRW_pass_state_add(psl->face_wireframe_pass, DRW_STATE_STENCIL_EQUAL);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void overlay_draw_scene(void *vedata)
|
|
{
|
|
OVERLAY_Data *data = vedata;
|
|
OVERLAY_PassList *psl = data->psl;
|
|
OVERLAY_StorageList *stl = data->stl;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
|
|
if (DRW_state_is_fbo()) {
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
}
|
|
DRW_draw_pass(psl->face_orientation_pass);
|
|
|
|
/* This is replaced by the next code block */
|
|
// MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
|
|
|
|
if (dfbl->multisample_fb != NULL) {
|
|
DRW_stats_query_start("Multisample Blit");
|
|
GPU_framebuffer_bind(dfbl->multisample_fb);
|
|
GPU_framebuffer_clear_color(dfbl->multisample_fb, (const float[4]){0.0f});
|
|
/* Special blit: we need the original depth and stencil
|
|
* in the Multisample buffer. */
|
|
GPU_framebuffer_blit(dfbl->default_fb, 0,
|
|
dfbl->multisample_fb, 0,
|
|
GPU_DEPTH_BIT | GPU_STENCIL_BIT);
|
|
DRW_stats_query_end();
|
|
}
|
|
|
|
DRW_draw_pass(psl->face_wireframe_pass);
|
|
|
|
/* TODO(fclem): find a way to unify the multisample pass together
|
|
* (non meshes + armature + wireframe) */
|
|
MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl);
|
|
|
|
/* XXX TODO(fclem) do not discard data after drawing! Store them per viewport. */
|
|
if (stl->g_data->wire_color_mempool) {
|
|
BLI_mempool_destroy(stl->g_data->wire_color_mempool);
|
|
stl->g_data->wire_color_mempool = NULL;
|
|
}
|
|
}
|
|
|
|
static void overlay_engine_free(void)
|
|
{
|
|
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
|
|
OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_data_index];
|
|
GPUShader **sh_data_as_array = (GPUShader **)sh_data;
|
|
for (int i = 0; i < (sizeof(OVERLAY_Shaders) / sizeof(GPUShader *)); i++) {
|
|
DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
|
|
|
|
DrawEngineType draw_engine_overlay_type = {
|
|
NULL, NULL,
|
|
N_("OverlayEngine"),
|
|
&overlay_data_size,
|
|
&overlay_engine_init,
|
|
&overlay_engine_free,
|
|
&overlay_cache_init,
|
|
&overlay_cache_populate,
|
|
&overlay_cache_finish,
|
|
NULL,
|
|
&overlay_draw_scene,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
};
|