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Diffstat (limited to 'source/blender/draw/intern/draw_common.h')
-rw-r--r-- | source/blender/draw/intern/draw_common.h | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h new file mode 100644 index 00000000000..814e90b1db0 --- /dev/null +++ b/source/blender/draw/intern/draw_common.h @@ -0,0 +1,195 @@ +/* + * 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 draw_common.h + * \ingroup draw + */ + +#ifndef __DRAW_COMMON_H__ +#define __DRAW_COMMON_H__ + +struct DRWPass; +struct DRWShadingGroup; +struct GPUBatch; +struct GPUMaterial; +struct Object; +struct ViewLayer; +struct ModifierData; +struct ParticleSystem; +struct PTCacheEdit; + +#define UBO_FIRST_COLOR colorWire +#define UBO_LAST_COLOR colorGridAxisZ + +/* Used as ubo but colors can be directly referenced as well */ +/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */ +/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */ +typedef struct GlobalsUboStorage { + /* UBOs data needs to be 16 byte aligned (size of vec4) */ + float colorWire[4]; + float colorWireEdit[4]; + float colorActive[4]; + float colorSelect[4]; + float colorTransform[4]; + float colorLibrarySelect[4]; + float colorLibrary[4]; + float colorLamp[4]; + float colorSpeaker[4]; + float colorCamera[4]; + float colorEmpty[4]; + float colorVertex[4]; + float colorVertexSelect[4]; + float colorEditMeshActive[4]; + float colorEdgeSelect[4]; + float colorEdgeSeam[4]; + float colorEdgeSharp[4]; + float colorEdgeCrease[4]; + float colorEdgeBWeight[4]; + float colorEdgeFaceSelect[4]; + float colorEdgeFreestyle[4]; + float colorFace[4]; + float colorFaceSelect[4]; + float colorFaceFreestyle[4]; + float colorNormal[4]; + float colorVNormal[4]; + float colorLNormal[4]; + float colorFaceDot[4]; + + float colorDeselect[4]; + float colorOutline[4]; + float colorLampNoAlpha[4]; + + float colorBackground[4]; + + float colorHandleFree[4]; + float colorHandleAuto[4]; + float colorHandleVect[4]; + float colorHandleAlign[4]; + float colorHandleAutoclamp[4]; + float colorHandleSelFree[4]; + float colorHandleSelAuto[4]; + float colorHandleSelVect[4]; + float colorHandleSelAlign[4]; + float colorHandleSelAutoclamp[4]; + float colorNurbUline[4]; + float colorNurbSelUline[4]; + float colorActiveSpline[4]; + + float colorBonePose[4]; + + float colorCurrentFrame[4]; + + float colorGrid[4]; + float colorGridEmphasise[4]; + float colorGridAxisX[4]; + float colorGridAxisY[4]; + float colorGridAxisZ[4]; + + /* NOTE! Put all color before UBO_LAST_COLOR */ + + /* Pack individual float at the end of the buffer to avoid alignement errors */ + float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow; + float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; + float gridDistance, gridResolution, gridSubdivisions, gridScale; +} GlobalsUboStorage; +/* Keep in sync with globalsBlock in shaders */ + +void DRW_globals_update(void); +void DRW_globals_free(void); + +struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, float color[4]); +struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size); +struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]); +struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]); +struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, float *size); +struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_image_plane(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, float alpha); +struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid); +struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp); +struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom); +struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp); +struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass); +struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp); +struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass); + +struct GPUShader *mpath_line_shader_get(void); +struct GPUShader *mpath_points_shader_get(void); + +struct GPUShader *volume_velocity_shader_get(bool use_needle); + +int DRW_object_wire_theme_get( + struct Object *ob, struct ViewLayer *view_layer, float **r_color); +float *DRW_color_background_blend_get(int theme_id); + +bool DRW_object_is_flat(Object *ob, int *axis); +bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis); + +/* draw_armature.c */ +typedef struct DRWArmaturePasses { + struct DRWPass *bone_solid; + struct DRWPass *bone_outline; + struct DRWPass *bone_wire; + struct DRWPass *bone_envelope; + struct DRWPass *bone_axes; + struct DRWPass *relationship_lines; +} DRWArmaturePasses; + +void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes); +void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp); +void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp); + +/* draw_hair.c */ + +/* This creates a shading group with display hairs. + * The draw call is already added by this function, just add additional uniforms. */ +struct DRWShadingGroup *DRW_shgroup_hair_create( + struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, + struct DRWPass *hair_pass, + struct GPUShader *shader); + +struct DRWShadingGroup *DRW_shgroup_material_hair_create( + struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, + struct DRWPass *hair_pass, + struct GPUMaterial *material); + +void DRW_hair_init(void); +void DRW_hair_update(void); +void DRW_hair_free(void); + +/* pose_mode.c */ +bool DRW_pose_mode_armature( + struct Object *ob, struct Object *active_ob); + +#endif /* __DRAW_COMMON_H__ */ |