This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
157 lines
4.9 KiB
C++
157 lines
4.9 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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/* grease pencil render */
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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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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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gawain_render_context_enable(void *re_gpu_context);
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void DRW_gawain_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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#endif /* __DRW_ENGINE_H__ */
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