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Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h new file mode 100644 index 00000000000..90412e65a51 --- /dev/null +++ b/source/blender/draw/intern/DRW_render.h @@ -0,0 +1,221 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file DRW_render.h + * \ingroup draw + */ + +/* This is the Render Functions used by Realtime engines to draw with OpenGL */ + +#ifndef __DRW_RENDER_H__ +#define __DRW_RENDER_H__ + +#include "BKE_context.h" +#include "BKE_layer.h" +#include "BKE_scene.h" + +#include "BLI_listbase.h" +#include "BLI_math_matrix.h" +#include "BLI_math_vector.h" +#include "BLI_string.h" + +#include "BLT_translation.h" + +#include "DNA_object_types.h" +#include "DNA_lamp_types.h" +#include "DNA_material_types.h" +#include "DNA_scene_types.h" + +#include "draw_mode_pass.h" +#include "draw_cache.h" + +#include "MEM_guardedalloc.h" + +#include "RE_engine.h" + +//#define WITH_VIEWPORT_CACHE_TEST + +struct GPUFrameBuffer; +struct GPUShader; +struct GPUTexture; +struct GPUUniformBuffer; +struct Object; +struct Batch; + +typedef struct DRWUniform DRWUniform; +typedef struct DRWInterface DRWInterface; +typedef struct DRWPass DRWPass; +typedef struct DRWShadingGroup DRWShadingGroup; + +/* Textures */ + +typedef enum { + DRW_TEX_RGBA_8, + DRW_TEX_RGBA_16, + DRW_TEX_RGBA_32, + DRW_TEX_RGB_8, + DRW_TEX_RGB_16, + DRW_TEX_RGB_32, + DRW_TEX_RG_8, + DRW_TEX_RG_16, + DRW_TEX_RG_32, + DRW_TEX_R_8, + DRW_TEX_R_16, + DRW_TEX_R_32, + DRW_TEX_DEPTH_16, + DRW_TEX_DEPTH_24, + DRW_TEX_DEPTH_32, +} DRWTextureFormat; + +typedef enum { + DRW_TEX_FILTER = (1 << 0), + DRW_TEX_WRAP = (1 << 1), + DRW_TEX_COMPARE = (1 << 2), +} DRWTextureFlag; + +struct GPUTexture *DRW_texture_create_1D( + int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_2D( + int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_2D_array( + int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels); +void DRW_texture_free(struct GPUTexture *tex); + +/* UBOs */ +struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data); +void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data); +void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo); + +/* Buffers */ + +/* DRWFboTexture->format */ +#define DRW_BUF_DEPTH_16 1 +#define DRW_BUF_DEPTH_24 2 +#define DRW_BUF_R_8 3 +#define DRW_BUF_R_16 4 +#define DRW_BUF_R_32 5 +#define DRW_BUF_RG_8 6 +#define DRW_BUF_RG_16 7 +#define DRW_BUF_RG_32 8 +#define DRW_BUF_RGB_8 9 +#define DRW_BUF_RGB_16 10 +#define DRW_BUF_RGB_32 11 +#define DRW_BUF_RGBA_8 12 +#define DRW_BUF_RGBA_16 13 +#define DRW_BUF_RGBA_32 14 + +#define MAX_FBO_TEX 5 + +typedef struct DRWFboTexture { + struct GPUTexture **tex; + int format; +} DRWFboTexture; + +void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr); +void DRW_framebuffer_bind(struct GPUFrameBuffer *fb); +void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot); +void DRW_framebuffer_texture_detach(struct GPUTexture *tex); +/* Shaders */ +struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_3D_depth_only(void); +void DRW_shader_free(struct GPUShader *shader); + +/* Batches */ + +typedef enum { + DRW_STATE_WRITE_DEPTH = (1 << 0), + DRW_STATE_WRITE_COLOR = (1 << 1), + DRW_STATE_DEPTH_LESS = (1 << 2), + DRW_STATE_DEPTH_EQUAL = (1 << 3), + DRW_STATE_CULL_BACK = (1 << 4), + DRW_STATE_CULL_FRONT = (1 << 5), + DRW_STATE_WIRE = (1 << 6), + DRW_STATE_WIRE_LARGE = (1 << 7), + DRW_STATE_POINT = (1 << 8), + DRW_STATE_STIPPLE_2 = (1 << 9), + DRW_STATE_STIPPLE_3 = (1 << 10), + DRW_STATE_STIPPLE_4 = (1 << 11), + DRW_STATE_BLEND = (1 << 12), +} DRWState; + +/* Used by DRWShadingGroup.dyntype */ +#define DRW_DYN_POINTS 1 +#define DRW_DYN_LINES 2 +#define DRW_DYN_INSTANCE 3 + +DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass); +void DRW_shgroup_free(struct DRWShadingGroup *shgroup); +void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]); +void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state); +void DRW_shgroup_dyntype_set(DRWShadingGroup *shgroup, int type); + +void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, int loc); +void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo, int loc); +void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, const int value, int loc); +void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize); +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_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); +void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value); + +/* Passes */ +DRWPass *DRW_pass_create(const char *name, DRWState state); +DRWShadingGroup *DRW_pass_nth_shgroup_get(DRWPass *pass, int n); + +/* Viewport */ +typedef enum { + DRW_MAT_PERS, + DRW_MAT_WIEW, + DRW_MAT_WIN, +} DRWViewportMatrixType; + +void DRW_viewport_init(const bContext *C, void **buffers, void **textures, void **passes); +void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type); +float *DRW_viewport_size_get(void); +float *DRW_viewport_screenvecs_get(void); +float *DRW_viewport_pixelsize_get(void); +bool DRW_viewport_is_persp_get(void); +bool DRW_viewport_cache_is_dirty(void); + +/* Settings */ +#ifndef __DRW_ENGINE_H__ +void *DRW_material_settings_get(Material *ma, const char *engine_name); +void *DRW_render_settings_get(Scene *scene, const char *engine_name); +#endif /* __DRW_ENGINE_H__ */ + +/* Draw commands */ +void DRW_draw_background(void); +void DRW_centercircle(const float co[3]); +void DRW_draw_pass(DRWPass *pass); + +void DRW_state_reset(void); + +/* Other */ +void DRW_get_dfdy_factors(float dfdyfac[2]); + +#endif /* __DRW_RENDER_H__ */
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