Locked selection would still occlude with objects which could not be selected.
		
			
				
	
	
		
			142 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			4.4 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 DRW_engine.h
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 *  \ingroup draw
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 */
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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#include "BLI_sys_types.h"  /* for bool */
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struct ARegion;
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struct CollectionEngineSettings;
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struct Depsgraph;
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struct DRWPass;
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struct DRWInstanceDataList;
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struct Main;
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struct Material;
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struct Scene;
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struct DrawEngineType;
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struct ID;
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struct IDProperty;
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struct bContext;
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struct Object;
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struct ViewLayer;
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struct ViewContext;
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struct ViewportEngineData;
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struct View3D;
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struct rcti;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct RenderEngine;
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struct RenderEngineType;
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struct WorkSpace;
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#include "DNA_object_enums.h"
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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	struct GPUFrameBuffer *default_fb;
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	struct GPUFrameBuffer *color_only_fb;
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	struct GPUFrameBuffer *depth_only_fb;
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	struct GPUFrameBuffer *multisample_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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	struct GPUTexture *color;
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	struct GPUTexture *depth;
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	struct GPUTexture *multisample_color;
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	struct GPUTexture *multisample_depth;
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} DefaultTextureList;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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        const void *engine_type,
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        int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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	struct Main *bmain;
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	struct Depsgraph *depsgraph;
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	struct Scene *scene;
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	struct ViewLayer *view_layer;
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	struct ARegion *ar;
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	struct View3D *v3d;
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	struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(
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        eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(
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        struct Object *ob, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_render_loop_ex(
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        struct Depsgraph *depsgraph,
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        struct RenderEngineType *engine_type,
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        struct ARegion *ar, struct View3D *v3d,
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        struct GPUViewport *viewport,
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        const struct bContext *evil_C);
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void DRW_draw_render_loop(
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        struct Depsgraph *depsgraph,
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        struct ARegion *ar, struct View3D *v3d,
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        struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(
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        struct Depsgraph *depsgraph,
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        struct RenderEngineType *engine_type,
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        struct ARegion *ar, struct View3D *v3d,
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        const bool draw_background,
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        struct GPUOffScreen *ofs,
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        struct GPUViewport *viewport);
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void DRW_draw_select_loop(
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        struct Depsgraph *depsgraph,
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        struct ARegion *ar, struct View3D *v3d,
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        bool use_obedit_skip, bool use_nearest, const struct rcti *rect,
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        DRW_SelectPassFn select_pass_fn, void *select_pass_user_data,
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        DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data);
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void DRW_draw_depth_loop(
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        struct Depsgraph *depsgraph,
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        struct ARegion *ar, struct View3D *v3d);
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/* This is here because GPUViewport needs it */
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void DRW_pass_free(struct DRWPass *pass);
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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#endif /* __DRW_ENGINE_H__ */
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