This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
		
			
				
	
	
		
			222 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
		
			7.7 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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|  * The Original Code is Copyright (C) 2005 Blender Foundation.
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|  * All rights reserved.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #ifndef __GPU_FRAMEBUFFER_H__
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| #define __GPU_FRAMEBUFFER_H__
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| 
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| struct GPUTexture;
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| 
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| typedef struct GPUAttachment {
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|   struct GPUTexture *tex;
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|   int mip, layer;
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| } GPUAttachment;
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| 
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| typedef enum eGPUFrameBufferBits {
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|   GPU_COLOR_BIT = (1 << 0),
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|   GPU_DEPTH_BIT = (1 << 1),
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|   GPU_STENCIL_BIT = (1 << 2),
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| } eGPUFrameBufferBits;
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| 
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| typedef struct GPUFrameBuffer GPUFrameBuffer;
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| typedef struct GPUOffScreen GPUOffScreen;
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| 
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| /* GPU Framebuffer
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|  * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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|  *   multiple FBO's may be created, to get around limitations on the number
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|  *   of attached textures and the dimension requirements.
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|  * - actual FBO creation & config is deferred until GPU_framebuffer_bind or
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|  *   GPU_framebuffer_check_valid to allow creation & config while another
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|  *   opengl context is bound (since FBOs are not shared between ogl contexts).
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|  */
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| 
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| GPUFrameBuffer *GPU_framebuffer_create(void);
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| void GPU_framebuffer_free(GPUFrameBuffer *fb);
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| void GPU_framebuffer_bind(GPUFrameBuffer *fb);
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| void GPU_framebuffer_restore(void);
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| 
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| bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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| bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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| 
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| GPUFrameBuffer *GPU_framebuffer_active_get(void);
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| 
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| #define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
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|   do { \
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|     if (fb != NULL) { \
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|       GPU_framebuffer_free(fb); \
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|       fb = NULL; \
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|     } \
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|   } while (0)
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| 
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| /* Framebuffer setup : You need to call GPU_framebuffer_bind for these
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|  * to be effective. */
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| 
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| void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
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| void GPU_framebuffer_texture_layer_attach(
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|     GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
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| void GPU_framebuffer_texture_cubeface_attach(
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|     GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
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| void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
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| void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, struct GPUTexture *tex, int type);
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| 
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| /**
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|  * How to use #GPU_framebuffer_ensure_config().
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|  *
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|  * Example:
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|  * \code{.c}
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|  * GPU_framebuffer_ensure_config(&fb, {
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|  *         GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
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|  *         GPU_ATTACHMENT_TEXTURE(tex1),
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|  *         GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
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|  *         GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
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|  * })
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|  * \encode
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|  *
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|  * \note Unspecified attachments (i.e: those beyond the last
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|  * GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
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|  *
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|  * \note Make sure that the dimensions of your textures matches
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|  * otherwise you will have an invalid framebuffer error.
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|  */
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| #define GPU_framebuffer_ensure_config(_fb, ...) \
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|   do { \
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|     if (*(_fb) == NULL) { \
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|       *(_fb) = GPU_framebuffer_create(); \
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|     } \
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|     GPUAttachment config[] = __VA_ARGS__; \
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|     GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
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|   } while (0)
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| 
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| void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len);
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| 
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| #define GPU_ATTACHMENT_NONE \
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|   { \
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|     .tex = NULL, .layer = -1, .mip = 0, \
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|   }
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| #define GPU_ATTACHMENT_LEAVE \
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|   { \
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|     .tex = NULL, .layer = -1, .mip = -1, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE(_tex) \
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|   { \
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|     .tex = _tex, .layer = -1, .mip = 0, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
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|   { \
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|     .tex = _tex, .layer = -1, .mip = _mip, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
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|   { \
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|     .tex = _tex, .layer = _layer, .mip = 0, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
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|   { \
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|     .tex = _tex, .layer = _layer, .mip = _mip, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
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|   { \
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|     .tex = _tex, .layer = _face, .mip = 0, \
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|   }
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| #define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
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|   { \
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|     .tex = _tex, .layer = _face, .mip = _mip, \
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|   }
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| 
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| /* Framebuffer operations */
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| 
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| void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
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| 
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| void GPU_framebuffer_clear(GPUFrameBuffer *fb,
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|                            eGPUFrameBufferBits buffers,
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|                            const float clear_col[4],
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|                            float clear_depth,
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|                            unsigned int clear_stencil);
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| 
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| #define GPU_framebuffer_clear_color(fb, col) \
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|   GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
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| 
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| #define GPU_framebuffer_clear_depth(fb, depth) \
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|   GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
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| 
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| #define GPU_framebuffer_clear_color_depth(fb, col, depth) \
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|   GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
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| 
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| #define GPU_framebuffer_clear_stencil(fb, stencil) \
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|   GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
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| 
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| #define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
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|   GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
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| 
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| #define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
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|   GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
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| 
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| void GPU_framebuffer_multi_clear(GPUFrameBuffer *fb, const float (*clear_cols)[4]);
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| 
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| void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data);
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| void GPU_framebuffer_read_color(
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|     GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data);
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| 
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| void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
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|                           int read_slot,
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|                           GPUFrameBuffer *fb_write,
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|                           int write_slot,
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|                           eGPUFrameBufferBits blit_buffers);
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| 
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| void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
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|                                           int max_lvl,
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|                                           void (*callback)(void *userData, int level),
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|                                           void *userData);
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| 
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| /* GPU OffScreen
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|  * - wrapper around framebuffer and texture for simple offscreen drawing
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|  */
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| 
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| GPUOffScreen *GPU_offscreen_create(
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|     int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256]);
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| void GPU_offscreen_free(GPUOffScreen *ofs);
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| void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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| void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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| void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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| void GPU_offscreen_draw_to_screen(GPUOffScreen *ofs, int x, int y);
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| int GPU_offscreen_width(const GPUOffScreen *ofs);
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| int GPU_offscreen_height(const GPUOffScreen *ofs);
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| struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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| 
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| void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
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|                                      GPUFrameBuffer **r_fb,
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|                                      struct GPUTexture **r_color,
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|                                      struct GPUTexture **r_depth);
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| 
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| void GPU_clear_color(float red, float green, float blue, float alpha);
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| void GPU_clear_depth(float depth);
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| void GPU_clear(eGPUFrameBufferBits flags);
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| 
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| #ifdef __cplusplus
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| }
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| #endif
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| 
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| #endif /* __GPU_FRAMEBUFFER_H__ */
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