At the moment this already shows that the depth is the same after the solid plates and in the very end of drawing, while they should be different. Later on we can adapt this to show different buffers we want to debug. I am using near=0.1, far=2.0 for my tests. I decided not to make a doversion for near/far because this is for debugging only
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_viewport.h
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* \ingroup gpu
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*/
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#ifndef __GPU_VIEWPORT_H__
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#define __GPU_VIEWPORT_H__
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#include <stdbool.h>
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typedef struct GPUViewport GPUViewport;
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GPUViewport *GPU_viewport_create(void);
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void GPU_viewport_free(GPUViewport *viewport);
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/* debug */
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bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256]);
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void GPU_viewport_debug_depth_free(GPUViewport *viewport);
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void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
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void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
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bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport);
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int GPU_viewport_debug_depth_width(const GPUViewport *viewport);
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int GPU_viewport_debug_depth_height(const GPUViewport *viewport);
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#endif // __GPU_VIEWPORT_H__
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