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Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 598 |
1 files changed, 598 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..9bf3ce15166 --- /dev/null +++ b/source/blender/draw/intern/DRW_render.h @@ -0,0 +1,598 @@ +/* + * 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 "BLI_listbase.h" +#include "BLI_math_matrix.h" +#include "BLI_math_vector.h" +#include "BLI_string.h" + +#include "BKE_context.h" +#include "BKE_layer.h" +#include "BKE_material.h" +#include "BKE_scene.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 "DNA_world_types.h" + +#include "GPU_framebuffer.h" +#include "GPU_texture.h" +#include "GPU_shader.h" + +#include "draw_common.h" +#include "draw_cache.h" +#include "draw_view.h" + +#include "draw_manager_profiling.h" +#include "draw_debug.h" + +#include "MEM_guardedalloc.h" + +#include "RE_engine.h" + +#include "DEG_depsgraph.h" + +struct rcti; +struct bContext; +struct GPUFrameBuffer; +struct GPUShader; +struct GPUMaterial; +struct GPUTexture; +struct GPUUniformBuffer; +struct Object; +struct GPUBatch; +struct DefaultFramebufferList; +struct DefaultTextureList; +struct DRWTextStore; +struct LampEngineData; +struct ParticleSystem; +struct RenderEngineType; +struct ViewportEngineData; +struct ViewportEngineData_Info; + +typedef struct DRWUniform DRWUniform; +typedef struct DRWInterface DRWInterface; +typedef struct DRWPass DRWPass; +typedef struct DRWShadingGroup DRWShadingGroup; + +/* TODO Put it somewhere else? */ +typedef struct BoundSphere { + float center[3], radius; +} BoundSphere; + +/* declare members as empty (unused) */ +typedef char DRWViewportEmptyList; + +#define DRW_VIEWPORT_LIST_SIZE(list) \ + (sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *))) + +/* Unused members must be either pass list or 'char *' when not usd. */ +#define DRW_VIEWPORT_DATA_SIZE(ty) { \ + DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \ + DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \ + DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \ + DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \ +} + +/* Use of multisample framebuffers. */ +#define MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) { \ + if (dfbl->multisample_fb != NULL) { \ + DRW_stats_query_start("Multisample Blit"); \ + GPU_framebuffer_bind(dfbl->multisample_fb); \ + /* TODO clear only depth but need to do alpha to coverage for transparencies. */ \ + GPU_framebuffer_clear_color_depth(dfbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \ + DRW_stats_query_end(); \ + } \ +} ((void)0) + +#define MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) { \ + if (dfbl->multisample_fb != NULL) { \ + DRW_stats_query_start("Multisample Resolve"); \ + GPU_framebuffer_bind(dfbl->default_fb); \ + DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, true); \ + DRW_stats_query_end(); \ + } \ +} + +#define MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl) { \ + if (dfbl->multisample_fb != NULL) { \ + DRW_stats_query_start("Multisample Resolve"); \ + GPU_framebuffer_bind(dfbl->default_fb); \ + DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, false); \ + DRW_stats_query_end(); \ + } \ +} + + + + +typedef struct DrawEngineDataSize { + int fbl_len; + int txl_len; + int psl_len; + int stl_len; +} DrawEngineDataSize; + +typedef struct DrawEngineType { + struct DrawEngineType *next, *prev; + + char idname[32]; + + const DrawEngineDataSize *vedata_size; + + void (*engine_init)(void *vedata); + void (*engine_free)(void); + + void (*cache_init)(void *vedata); + void (*cache_populate)(void *vedata, struct Object *ob); + void (*cache_finish)(void *vedata); + + void (*draw_background)(void *vedata); + void (*draw_scene)(void *vedata); + + void (*view_update)(void *vedata); + void (*id_update)(void *vedata, struct ID *id); + + void (*render_to_image)( + void *vedata, struct RenderEngine *engine, + struct RenderLayer *layer, const struct rcti *rect); +} DrawEngineType; + +#ifndef __DRW_ENGINE_H__ +/* Buffer and textures used by the viewport by default */ +typedef struct DefaultFramebufferList { + struct GPUFrameBuffer *default_fb; + struct GPUFrameBuffer *color_only_fb; + struct GPUFrameBuffer *depth_only_fb; + struct GPUFrameBuffer *multisample_fb; +} DefaultFramebufferList; + +typedef struct DefaultTextureList { + struct GPUTexture *color; + struct GPUTexture *depth; + struct GPUTexture *multisample_color; + struct GPUTexture *multisample_depth; +} DefaultTextureList; +#endif + +/* Textures */ +typedef enum { + DRW_TEX_FILTER = (1 << 0), + DRW_TEX_WRAP = (1 << 1), + DRW_TEX_COMPARE = (1 << 2), + DRW_TEX_MIPMAP = (1 << 3), +} DRWTextureFlag; + +/* Textures from DRW_texture_pool_query_* have the options + * DRW_TEX_FILTER for color float textures, and no options + * for depth textures and integer textures. */ +struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type); + +struct GPUTexture *DRW_texture_create_1D( + int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_2D( + int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_2D_array( + int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_3D( + int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); +struct GPUTexture *DRW_texture_create_cube( + int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + +void DRW_texture_ensure_fullscreen_2D( + struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags); +void DRW_texture_ensure_2D( + struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags); + +void DRW_texture_generate_mipmaps(struct GPUTexture *tex); +void DRW_texture_free(struct GPUTexture *tex); +#define DRW_TEXTURE_FREE_SAFE(tex) do { \ + if (tex != NULL) { \ + DRW_texture_free(tex); \ + tex = NULL; \ + } \ +} while (0) + +/* 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); +#define DRW_UBO_FREE_SAFE(ubo) do { \ + if (ubo != NULL) { \ + DRW_uniformbuffer_free(ubo); \ + ubo = NULL; \ + } \ +} while (0) + +void DRW_transform_to_display(struct GPUTexture *tex, bool use_view_settings); +void DRW_transform_none(struct GPUTexture *tex); +void DRW_multisamples_resolve( + struct GPUTexture *src_depth, struct GPUTexture *src_color, bool use_depth); + +/* Shaders */ +struct GPUShader *DRW_shader_create( + const char *vert, const char *geom, const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_with_lib( + const char *vert, const char *geom, const char *frag, const char *lib, const char *defines); +struct GPUShader *DRW_shader_create_with_transform_feedback( + const char *vert, const char *geom, const char *defines, + const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count); +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_fullscreen(const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_3D_depth_only(void); +struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred); +struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred); +struct GPUMaterial *DRW_shader_create_from_world( + struct Scene *scene, struct World *wo, const void *engine_type, int options, + const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred); +struct GPUMaterial *DRW_shader_create_from_material( + struct Scene *scene, struct Material *ma, const void *engine_type, int options, + const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred); +void DRW_shader_free(struct GPUShader *shader); +#define DRW_SHADER_FREE_SAFE(shader) do { \ + if (shader != NULL) { \ + DRW_shader_free(shader); \ + shader = NULL; \ + } \ +} while (0) + +/* Batches */ + +typedef enum { + DRW_STATE_WRITE_DEPTH = (1 << 0), + DRW_STATE_WRITE_COLOR = (1 << 1), + DRW_STATE_DEPTH_ALWAYS = (1 << 2), + DRW_STATE_DEPTH_LESS = (1 << 3), + DRW_STATE_DEPTH_LESS_EQUAL = (1 << 4), + DRW_STATE_DEPTH_EQUAL = (1 << 5), + DRW_STATE_DEPTH_GREATER = (1 << 6), + DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 7), + DRW_STATE_CULL_BACK = (1 << 8), + DRW_STATE_CULL_FRONT = (1 << 9), + DRW_STATE_WIRE = (1 << 10), + DRW_STATE_POINT = (1 << 11), + DRW_STATE_STIPPLE_2 = (1 << 12), + DRW_STATE_STIPPLE_3 = (1 << 13), + DRW_STATE_STIPPLE_4 = (1 << 14), + DRW_STATE_BLEND = (1 << 15), + DRW_STATE_ADDITIVE = (1 << 16), + DRW_STATE_MULTIPLY = (1 << 17), + /* DRW_STATE_TRANSMISSION = (1 << 18), */ /* Not used */ + DRW_STATE_CLIP_PLANES = (1 << 19), + DRW_STATE_ADDITIVE_FULL = (1 << 20), /* Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */ + DRW_STATE_BLEND_PREMUL = (1 << 21), /* Use that if color is already premult by alpha. */ + DRW_STATE_WIRE_SMOOTH = (1 << 22), + DRW_STATE_TRANS_FEEDBACK = (1 << 23), + DRW_STATE_BLEND_OIT = (1 << 24), + + DRW_STATE_WRITE_STENCIL = (1 << 27), + DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28), + DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (1 << 29), + DRW_STATE_STENCIL_EQUAL = (1 << 30), + DRW_STATE_STENCIL_NEQUAL = (1 << 31), +} DRWState; +#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL) + +typedef enum { + DRW_ATTRIB_INT, + DRW_ATTRIB_FLOAT, +} DRWAttribType; + +typedef struct DRWInstanceAttribFormat { + char name[32]; + DRWAttribType type; + int components; +} DRWInstanceAttribFormat; + +struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize); +#define DRW_shgroup_instance_format(format, ...) do { \ + if (format == NULL) { \ + DRWInstanceAttribFormat drw_format[] = __VA_ARGS__;\ + format = DRW_shgroup_instance_format_array(drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttribFormat))); \ + } \ +} while (0) + +DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass); +DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup); +DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass); +DRWShadingGroup *DRW_shgroup_material_instance_create( + struct GPUMaterial *material, DRWPass *pass, struct GPUBatch *geom, struct Object *ob, + struct GPUVertFormat *format); +DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material, DRWPass *pass, int size); +DRWShadingGroup *DRW_shgroup_instance_create( + struct GPUShader *shader, DRWPass *pass, struct GPUBatch *geom, struct GPUVertFormat *format); +DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass); +DRWShadingGroup *DRW_shgroup_line_batch_create_with_format( + struct GPUShader *shader, DRWPass *pass, struct GPUVertFormat *format); +DRWShadingGroup *DRW_shgroup_line_batch_create( + struct GPUShader *shader, DRWPass *pass); +DRWShadingGroup *DRW_shgroup_empty_tri_batch_create( + struct GPUShader *shader, DRWPass *pass, int size); +DRWShadingGroup *DRW_shgroup_transform_feedback_create( + struct GPUShader *shader, DRWPass *pass, struct GPUVertBuf *tf_target); + + +typedef void (DRWCallGenerateFn)( + DRWShadingGroup *shgroup, + void (*draw_fn)(DRWShadingGroup *shgroup, struct GPUBatch *geom), + void *user_data); + +/* return final visibility */ +typedef bool (DRWCallVisibilityFn)( + bool vis_in, + void *user_data); + +void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct GPUBatch *batch); + +void DRW_shgroup_free(struct DRWShadingGroup *shgroup); +void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4]); +void DRW_shgroup_call_range_add( + DRWShadingGroup *shgroup, struct GPUBatch *geom, float (*obmat)[4], uint v_sta, uint v_count); +void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_len, float (*obmat)[4]); +void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4]); +void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4]); +void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, struct Object *ob); +void DRW_shgroup_call_object_add_ex( + DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma, bool bypass_culling); +#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, false) +#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, true) +void DRW_shgroup_call_object_add_with_callback( + DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma, + 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_ivec4(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_render_viewport_size_set(int size[2]); + +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(const struct Object *ob); +bool DRW_object_is_visible_in_active_context(const struct Object *ob); +bool DRW_object_is_flat_normal(const struct Object *ob); + +bool DRW_object_is_visible_psys_in_active_context(const struct Object *object, const 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); + +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); + +#define XRAY_ALPHA(v3d) (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha) +#define XRAY_FLAG(v3d) (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY) +#define XRAY_ENABLED(v3d) ((((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0) && (XRAY_ALPHA(v3d) < 1.0f)) + +#endif /* __DRW_RENDER_H__ */ |