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Diffstat (limited to 'source/blender/draw/intern/draw_common.h')
-rw-r--r--source/blender/draw/intern/draw_common.h122
1 files changed, 2 insertions, 120 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 53946c0cec5..e2dc91f64be 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -7,6 +7,8 @@
#pragma once
+#include "draw_common_shader_shared.h"
+
struct DRWShadingGroup;
struct FluidModifierData;
struct GPUMaterial;
@@ -16,126 +18,6 @@ struct ParticleSystem;
struct RegionView3D;
struct ViewLayer;
-#define UBO_FIRST_COLOR colorWire
-#define UBO_LAST_COLOR colorUVShadow
-
-/* 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 colorLibrarySelect[4];
- float colorLibrary[4];
- float colorTransform[4];
- float colorLight[4];
- float colorSpeaker[4];
- float colorCamera[4];
- float colorCameraPath[4];
- float colorEmpty[4];
- float colorVertex[4];
- float colorVertexSelect[4];
- float colorVertexUnreferenced[4];
- float colorVertexMissingData[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 colorGpencilVertex[4];
- float colorGpencilVertexSelect[4];
- float colorNormal[4];
- float colorVNormal[4];
- float colorLNormal[4];
- float colorFaceDot[4];
- float colorSkinRoot[4];
-
- float colorDeselect[4];
- float colorOutline[4];
- float colorLightNoAlpha[4];
-
- float colorBackground[4];
- float colorBackgroundGradient[4];
- float colorCheckerPrimary[4];
- float colorCheckerSecondary[4];
- float colorClippingBorder[4];
- float colorEditMeshMiddle[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 colorNurbVline[4];
- float colorNurbSelUline[4];
- float colorNurbSelVline[4];
- float colorActiveSpline[4];
-
- float colorBonePose[4];
- float colorBonePoseActive[4];
- float colorBonePoseActiveUnsel[4];
- float colorBonePoseConstraint[4];
- float colorBonePoseIK[4];
- float colorBonePoseSplineIK[4];
- float colorBonePoseTarget[4];
- float colorBoneSolid[4];
- float colorBoneLocked[4];
- float colorBoneActive[4];
- float colorBoneActiveUnsel[4];
- float colorBoneSelect[4];
- float colorBoneIKLine[4];
- float colorBoneIKLineNoTarget[4];
- float colorBoneIKLineSpline[4];
-
- float colorText[4];
- float colorTextHi[4];
-
- float colorBundleSolid[4];
-
- float colorMballRadius[4];
- float colorMballRadiusSelect[4];
- float colorMballStiffness[4];
- float colorMballStiffnessSelect[4];
-
- float colorCurrentFrame[4];
-
- float colorGrid[4];
- float colorGridEmphasis[4];
- float colorGridAxisX[4];
- float colorGridAxisY[4];
- float colorGridAxisZ[4];
-
- float colorFaceBack[4];
- float colorFaceFront[4];
-
- float colorUVShadow[4];
-
- /* NOTE: Put all color before #UBO_LAST_COLOR. */
- float screenVecs[2][4]; /* Padded as vec4. */
- float sizeViewport[2], sizeViewportInv[2]; /* Packed as vec4 in GLSL. */
-
- /* Pack individual float at the end of the buffer to avoid alignment errors */
- float sizePixel, pixelFac;
- float sizeObjectCenter, sizeLightCenter, sizeLightCircle, sizeLightCircleShadow;
- float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
- float sizeChecker;
- float sizeVertexGpencil;
-} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)