594 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			594 lines
		
	
	
		
			23 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_render.h
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 *  \ingroup draw
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 */
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/* This is the Render Functions used by Realtime engines to draw with OpenGL */
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#ifndef __DRW_RENDER_H__
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#define __DRW_RENDER_H__
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#include "BLI_listbase.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BKE_context.h"
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#include "BKE_layer.h"
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#include "BKE_material.h"
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#include "BKE_scene.h"
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#include "BLT_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "GPU_shader.h"
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#include "draw_common.h"
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#include "draw_cache.h"
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#include "draw_view.h"
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#include "draw_manager_profiling.h"
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#include "draw_debug.h"
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#include "MEM_guardedalloc.h"
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#include "RE_engine.h"
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#include "DEG_depsgraph.h"
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struct rcti;
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struct bContext;
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struct GPUFrameBuffer;
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struct GPUShader;
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struct GPUMaterial;
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struct GPUTexture;
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struct GPUUniformBuffer;
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struct Object;
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struct GPUBatch;
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struct DefaultFramebufferList;
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struct DefaultTextureList;
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struct DRWTextStore;
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struct LampEngineData;
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struct ParticleSystem;
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struct RenderEngineType;
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struct ViewportEngineData;
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struct ViewportEngineData_Info;
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typedef struct DRWUniform DRWUniform;
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typedef struct DRWInterface DRWInterface;
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typedef struct DRWPass DRWPass;
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typedef struct DRWShadingGroup DRWShadingGroup;
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/* TODO Put it somewhere else? */
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typedef struct BoundSphere {
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	float center[3], radius;
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} BoundSphere;
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/* declare members as empty (unused) */
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typedef char DRWViewportEmptyList;
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#define DRW_VIEWPORT_LIST_SIZE(list) \
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	(sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
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/* Unused members must be either pass list or 'char *' when not usd. */
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#define DRW_VIEWPORT_DATA_SIZE(ty) { \
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	DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \
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	DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
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	DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
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	DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \
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}
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/* Use of multisample framebuffers. */
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#define MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) { \
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	if (dfbl->multisample_fb != NULL) { \
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		DRW_stats_query_start("Multisample Blit"); \
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		GPU_framebuffer_bind(dfbl->multisample_fb); \
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		/* TODO clear only depth but need to do alpha to coverage for transparencies. */ \
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		GPU_framebuffer_clear_color_depth(dfbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \
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		DRW_stats_query_end(); \
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	} \
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}
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#define MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) { \
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	if (dfbl->multisample_fb != NULL) { \
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		DRW_stats_query_start("Multisample Resolve"); \
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		GPU_framebuffer_bind(dfbl->default_fb); \
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		DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, true); \
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		DRW_stats_query_end(); \
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	} \
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}
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#define MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl) { \
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	if (dfbl->multisample_fb != NULL) { \
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		DRW_stats_query_start("Multisample Resolve"); \
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		GPU_framebuffer_bind(dfbl->default_fb); \
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		DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, false); \
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		DRW_stats_query_end(); \
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	} \
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}
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typedef struct DrawEngineDataSize {
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	int fbl_len;
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	int txl_len;
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	int psl_len;
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	int stl_len;
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} DrawEngineDataSize;
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typedef struct DrawEngineType {
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	struct DrawEngineType *next, *prev;
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	char idname[32];
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	const DrawEngineDataSize *vedata_size;
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	void (*engine_init)(void *vedata);
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	void (*engine_free)(void);
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	void (*cache_init)(void *vedata);
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	void (*cache_populate)(void *vedata, struct Object *ob);
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	void (*cache_finish)(void *vedata);
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	void (*draw_background)(void *vedata);
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	void (*draw_scene)(void *vedata);
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	void (*view_update)(void *vedata);
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	void (*id_update)(void *vedata, struct ID *id);
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	void (*render_to_image)(
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	        void *vedata, struct RenderEngine *engine,
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	        struct RenderLayer *layer, const struct rcti *rect);
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} DrawEngineType;
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#ifndef __DRW_ENGINE_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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#endif
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/* Textures */
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typedef enum {
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	DRW_TEX_FILTER = (1 << 0),
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	DRW_TEX_WRAP = (1 << 1),
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	DRW_TEX_COMPARE = (1 << 2),
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	DRW_TEX_MIPMAP = (1 << 3),
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} DRWTextureFlag;
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/* Textures from DRW_texture_pool_query_* have the options
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 * DRW_TEX_FILTER for color float textures, and no options
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 * for depth textures and integer textures. */
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struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type);
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struct GPUTexture *DRW_texture_create_1D(
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        int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D(
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        int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D_array(
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        int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_3D(
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        int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_cube(
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        int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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void DRW_texture_ensure_fullscreen_2D(
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        struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags);
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void DRW_texture_ensure_2D(
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        struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags);
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void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
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void DRW_texture_free(struct GPUTexture *tex);
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#define DRW_TEXTURE_FREE_SAFE(tex) do { \
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	if (tex != NULL) { \
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		DRW_texture_free(tex); \
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		tex = NULL; \
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	} \
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} while (0)
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/* UBOs */
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struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
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void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
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void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
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#define DRW_UBO_FREE_SAFE(ubo) do { \
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	if (ubo != NULL) { \
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		DRW_uniformbuffer_free(ubo); \
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		ubo = NULL; \
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	} \
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} while (0)
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void DRW_transform_to_display(struct GPUTexture *tex, bool use_view_settings);
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void DRW_transform_none(struct GPUTexture *tex);
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void DRW_multisamples_resolve(
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        struct GPUTexture *src_depth, struct GPUTexture *src_color, bool use_depth);
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/* Shaders */
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struct GPUShader *DRW_shader_create(
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        const char *vert, const char *geom, const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_with_lib(
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        const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
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struct GPUShader *DRW_shader_create_with_transform_feedback(
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        const char *vert, const char *geom, const char *defines,
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        const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count);
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struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D_depth_only(void);
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struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred);
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struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred);
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struct GPUMaterial *DRW_shader_create_from_world(
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        struct Scene *scene, struct World *wo, const void *engine_type, int options,
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        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
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struct GPUMaterial *DRW_shader_create_from_material(
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        struct Scene *scene, struct Material *ma, const void *engine_type, int options,
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        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
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void DRW_shader_free(struct GPUShader *shader);
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#define DRW_SHADER_FREE_SAFE(shader) do { \
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	if (shader != NULL) { \
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		DRW_shader_free(shader); \
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		shader = NULL; \
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	} \
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} while (0)
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/* Batches */
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typedef enum {
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	DRW_STATE_WRITE_DEPTH   = (1 << 0),
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	DRW_STATE_WRITE_COLOR   = (1 << 1),
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	DRW_STATE_DEPTH_ALWAYS  = (1 << 2),
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	DRW_STATE_DEPTH_LESS    = (1 << 3),
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	DRW_STATE_DEPTH_LESS_EQUAL = (1 << 4),
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	DRW_STATE_DEPTH_EQUAL   = (1 << 5),
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	DRW_STATE_DEPTH_GREATER = (1 << 6),
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	DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 7),
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	DRW_STATE_CULL_BACK     = (1 << 8),
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	DRW_STATE_CULL_FRONT    = (1 << 9),
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	DRW_STATE_WIRE          = (1 << 10),
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	DRW_STATE_POINT         = (1 << 11),
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	DRW_STATE_STIPPLE_2     = (1 << 12),
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	DRW_STATE_STIPPLE_3     = (1 << 13),
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	DRW_STATE_STIPPLE_4     = (1 << 14),
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	DRW_STATE_BLEND         = (1 << 15),
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	DRW_STATE_ADDITIVE      = (1 << 16),
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	DRW_STATE_MULTIPLY      = (1 << 17),
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	DRW_STATE_TRANSMISSION  = (1 << 18),
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	DRW_STATE_CLIP_PLANES   = (1 << 19),
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	DRW_STATE_ADDITIVE_FULL = (1 << 20), /* Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */
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	DRW_STATE_BLEND_PREMUL  = (1 << 21), /* Use that if color is already premult by alpha. */
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	DRW_STATE_WIRE_SMOOTH   = (1 << 22),
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	DRW_STATE_TRANS_FEEDBACK = (1 << 23),
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	DRW_STATE_BLEND_OIT     = (1 << 24),
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	DRW_STATE_WRITE_STENCIL          = (1 << 27),
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	DRW_STATE_WRITE_STENCIL_SHADOW_PASS   = (1 << 28),
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	DRW_STATE_WRITE_STENCIL_SHADOW_FAIL   = (1 << 29),
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	DRW_STATE_STENCIL_EQUAL          = (1 << 30),
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	DRW_STATE_STENCIL_NEQUAL         = (1 << 31),
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} DRWState;
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#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
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typedef enum {
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	DRW_ATTRIB_INT,
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	DRW_ATTRIB_FLOAT,
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} DRWAttribType;
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typedef struct DRWInstanceAttribFormat {
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	char name[32];
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	DRWAttribType type;
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	int components;
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} DRWInstanceAttribFormat;
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struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize);
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#define DRW_shgroup_instance_format(format, ...) do { \
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	if (format == NULL) { \
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		DRWInstanceAttribFormat drw_format[] = __VA_ARGS__;\
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		format = DRW_shgroup_instance_format_array(drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttribFormat))); \
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	} \
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} while (0)
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_material_instance_create(
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        struct GPUMaterial *material, DRWPass *pass, struct GPUBatch *geom, struct Object *ob,
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        struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material, DRWPass *pass, int size);
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DRWShadingGroup *DRW_shgroup_instance_create(
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        struct GPUShader *shader, DRWPass *pass, struct GPUBatch *geom, struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(
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        struct GPUShader *shader, DRWPass *pass, struct GPUVertFormat *format);
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DRWShadingGroup *DRW_shgroup_line_batch_create(
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        struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(
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        struct GPUShader *shader, DRWPass *pass, int size);
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DRWShadingGroup *DRW_shgroup_transform_feedback_create(
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        struct GPUShader *shader, DRWPass *pass, struct GPUVertBuf *tf_target);
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typedef void (DRWCallGenerateFn)(
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        DRWShadingGroup *shgroup,
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        void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom),
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        void *user_data);
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/* return final visibility */
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typedef bool (DRWCallVisibilityFn)(
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        bool vis_in,
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        void *user_data);
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void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch);
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void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
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void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4]);
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void DRW_shgroup_call_range_add(
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        DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4], uint v_sta, uint v_count);
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void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_len, float (*obmat)[4]);
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void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4]);
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void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4]);
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void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, struct Object *ob);
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void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, bool bypass_culling);
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#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, false)
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#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, true)
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void DRW_shgroup_call_object_add_with_callback(
 | 
						|
        DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob,
 | 
						|
        DRWCallVisibilityFn *callback, void *user_data);
 | 
						|
/* Used for drawing a batch with instancing without instance attribs. */
 | 
						|
void DRW_shgroup_call_instances_add(
 | 
						|
        DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4], uint *count);
 | 
						|
void DRW_shgroup_call_object_instances_add(
 | 
						|
        DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, uint *count);
 | 
						|
void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
 | 
						|
void DRW_shgroup_call_generate_add(
 | 
						|
        DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]);
 | 
						|
void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len);
 | 
						|
#define DRW_shgroup_call_dynamic_add(shgroup, ...) do { \
 | 
						|
	const void *array[] = {__VA_ARGS__}; \
 | 
						|
	DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
 | 
						|
} while (0)
 | 
						|
 | 
						|
uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup);
 | 
						|
 | 
						|
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
 | 
						|
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
 | 
						|
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);
 | 
						|
 | 
						|
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
 | 
						|
void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
 | 
						|
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
 | 
						|
void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
 | 
						|
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex);
 | 
						|
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
 | 
						|
/* Boolean are expected to be 4bytes longs for opengl! */
 | 
						|
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
 | 
						|
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
 | 
						|
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
 | 
						|
/* Store value instead of referencing it. */
 | 
						|
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
 | 
						|
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
 | 
						|
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
 | 
						|
 | 
						|
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
 | 
						|
 | 
						|
/* Passes */
 | 
						|
DRWPass *DRW_pass_create(const char *name, DRWState state);
 | 
						|
void DRW_pass_state_set(DRWPass *pass, DRWState state);
 | 
						|
void DRW_pass_state_add(DRWPass *pass, DRWState state);
 | 
						|
void DRW_pass_state_remove(DRWPass *pass, DRWState state);
 | 
						|
void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData);
 | 
						|
void DRW_pass_sort_shgroup_z(DRWPass *pass);
 | 
						|
 | 
						|
bool DRW_pass_is_empty(DRWPass *pass);
 | 
						|
 | 
						|
/* Viewport */
 | 
						|
typedef enum {
 | 
						|
	/* keep in sync with the union struct DRWMatrixState. */
 | 
						|
	DRW_MAT_PERS = 0,
 | 
						|
	DRW_MAT_PERSINV,
 | 
						|
	DRW_MAT_VIEW,
 | 
						|
	DRW_MAT_VIEWINV,
 | 
						|
	DRW_MAT_WIN,
 | 
						|
	DRW_MAT_WININV,
 | 
						|
 | 
						|
	DRW_MAT_COUNT, // Don't use this.
 | 
						|
} DRWViewportMatrixType;
 | 
						|
 | 
						|
typedef struct DRWMatrixState {
 | 
						|
	union {
 | 
						|
		float mat[DRW_MAT_COUNT][4][4];
 | 
						|
		struct {
 | 
						|
			/* keep in sync with the enum DRWViewportMatrixType. */
 | 
						|
			float persmat[4][4];
 | 
						|
			float persinv[4][4];
 | 
						|
			float viewmat[4][4];
 | 
						|
			float viewinv[4][4];
 | 
						|
			float winmat[4][4];
 | 
						|
			float wininv[4][4];
 | 
						|
		};
 | 
						|
	};
 | 
						|
} DRWMatrixState;
 | 
						|
 | 
						|
void DRW_viewport_init(const bContext *C);
 | 
						|
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
 | 
						|
void DRW_viewport_matrix_get_all(DRWMatrixState *state);
 | 
						|
void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type);
 | 
						|
void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
 | 
						|
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
 | 
						|
void DRW_viewport_matrix_override_unset_all(void);
 | 
						|
 | 
						|
/* These are in view-space so negative if in perspective.
 | 
						|
 * Extract near and far clip distance from the projection matrix. */
 | 
						|
float DRW_viewport_near_distance_get(void);
 | 
						|
float DRW_viewport_far_distance_get(void);
 | 
						|
 | 
						|
const float *DRW_viewport_size_get(void);
 | 
						|
const float *DRW_viewport_invert_size_get(void);
 | 
						|
const float *DRW_viewport_screenvecs_get(void);
 | 
						|
const float *DRW_viewport_pixelsize_get(void);
 | 
						|
bool DRW_viewport_is_persp_get(void);
 | 
						|
 | 
						|
struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
 | 
						|
struct DefaultTextureList     *DRW_viewport_texture_list_get(void);
 | 
						|
 | 
						|
void DRW_viewport_request_redraw(void);
 | 
						|
 | 
						|
void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph);
 | 
						|
void DRW_render_object_iter(
 | 
						|
	void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph,
 | 
						|
	void (*callback)(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph));
 | 
						|
void DRW_render_instance_buffer_finish(void);
 | 
						|
 | 
						|
void DRW_custom_pipeline(
 | 
						|
        DrawEngineType *draw_engine_type,
 | 
						|
        struct Depsgraph *depsgraph,
 | 
						|
        void (*callback)(void *vedata, void *user_data),
 | 
						|
        void *user_data);
 | 
						|
 | 
						|
/* ViewLayers */
 | 
						|
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
 | 
						|
void **DRW_view_layer_engine_data_ensure_ex(
 | 
						|
        struct ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage));
 | 
						|
void **DRW_view_layer_engine_data_ensure(
 | 
						|
        DrawEngineType *engine_type, void (*callback)(void *storage));
 | 
						|
 | 
						|
/* DrawData */
 | 
						|
DrawData *DRW_drawdata_get(ID *ib, DrawEngineType *engine_type);
 | 
						|
DrawData *DRW_drawdata_ensure(
 | 
						|
        ID *id,
 | 
						|
        DrawEngineType *engine_type,
 | 
						|
        size_t size,
 | 
						|
        DrawDataInitCb init_cb,
 | 
						|
        DrawDataFreeCb free_cb);
 | 
						|
 | 
						|
/* Settings */
 | 
						|
bool DRW_object_is_renderable(struct Object *ob);
 | 
						|
bool DRW_check_object_visible_within_active_context(struct Object *ob);
 | 
						|
bool DRW_object_is_flat_normal(const struct Object *ob);
 | 
						|
 | 
						|
bool DRW_check_psys_visible_within_active_context(struct Object *object, struct ParticleSystem *psys);
 | 
						|
 | 
						|
/* Draw commands */
 | 
						|
void DRW_draw_pass(DRWPass *pass);
 | 
						|
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);
 | 
						|
 | 
						|
void DRW_draw_text_cache_queue(struct DRWTextStore *dt);
 | 
						|
 | 
						|
void DRW_draw_callbacks_pre_scene(void);
 | 
						|
void DRW_draw_callbacks_post_scene(void);
 | 
						|
 | 
						|
int DRW_draw_region_engine_info_offset(void);
 | 
						|
void DRW_draw_region_engine_info(void);
 | 
						|
 | 
						|
void DRW_state_reset_ex(DRWState state);
 | 
						|
void DRW_state_reset(void);
 | 
						|
void DRW_state_lock(DRWState state);
 | 
						|
 | 
						|
void DRW_state_invert_facing(void);
 | 
						|
 | 
						|
void DRW_state_clip_planes_count_set(uint plane_len);
 | 
						|
void DRW_state_clip_planes_reset(void);
 | 
						|
 | 
						|
/* Culling, return true if object is inside view frustum. */
 | 
						|
bool DRW_culling_sphere_test(BoundSphere *bsphere);
 | 
						|
bool DRW_culling_box_test(BoundBox *bbox);
 | 
						|
bool DRW_culling_plane_test(float plane[4]);
 | 
						|
 | 
						|
void DRW_culling_frustum_corners_get(BoundBox *corners);
 | 
						|
void DRW_culling_frustum_planes_get(float planes[6][4]);
 | 
						|
 | 
						|
/* Selection */
 | 
						|
void DRW_select_load_id(uint id);
 | 
						|
 | 
						|
/* Draw State */
 | 
						|
void DRW_state_dfdy_factors_get(float dfdyfac[2]);
 | 
						|
bool DRW_state_is_fbo(void);
 | 
						|
bool DRW_state_is_select(void);
 | 
						|
bool DRW_state_is_depth(void);
 | 
						|
bool DRW_state_is_image_render(void);
 | 
						|
bool DRW_state_is_scene_render(void);
 | 
						|
bool DRW_state_is_opengl_render(void);
 | 
						|
bool DRW_state_show_text(void);
 | 
						|
bool DRW_state_draw_support(void);
 | 
						|
bool DRW_state_draw_background(void);
 | 
						|
 | 
						|
struct DRWTextStore *DRW_state_text_cache_get(void);
 | 
						|
 | 
						|
/* Avoid too many lookups while drawing */
 | 
						|
typedef struct DRWContextState {
 | 
						|
 | 
						|
	struct ARegion *ar;         /* 'CTX_wm_region(C)' */
 | 
						|
	struct RegionView3D *rv3d;  /* 'CTX_wm_region_view3d(C)' */
 | 
						|
	struct View3D *v3d;     /* 'CTX_wm_view3d(C)' */
 | 
						|
 | 
						|
	struct Scene *scene;    /* 'CTX_data_scene(C)' */
 | 
						|
	struct ViewLayer *view_layer;  /* 'CTX_data_view_layer(C)' */
 | 
						|
 | 
						|
	/* Use 'object_edit' for edit-mode */
 | 
						|
	struct Object *obact;   /* 'OBACT' */
 | 
						|
 | 
						|
	struct RenderEngineType *engine_type;
 | 
						|
 | 
						|
	struct Depsgraph *depsgraph;
 | 
						|
 | 
						|
	eObjectMode object_mode;
 | 
						|
 | 
						|
	/* Last resort (some functions take this as an arg so we can't easily avoid).
 | 
						|
	 * May be NULL when used for selection or depth buffer. */
 | 
						|
	const struct bContext *evil_C;
 | 
						|
 | 
						|
	/* ---- */
 | 
						|
 | 
						|
	/* Cache: initialized by 'drw_context_state_init'. */
 | 
						|
	struct Object *object_pose;
 | 
						|
	struct Object *object_edit;
 | 
						|
 | 
						|
} DRWContextState;
 | 
						|
 | 
						|
const DRWContextState *DRW_context_state_get(void);
 | 
						|
 | 
						|
#endif /* __DRW_RENDER_H__ */
 |