/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw */ #pragma once #include "BLI_sys_types.h" /* for bool */ #include "DNA_object_enums.h" #ifdef __cplusplus extern "C" { #endif struct ARegion; struct DRWData; struct DRWInstanceDataList; struct Depsgraph; struct DrawEngineType; struct GHash; struct GPUMaterial; struct GPUOffScreen; struct GPUVertFormat; struct CustomDataLayer; struct CustomData; struct GPUViewport; struct ID; struct Main; struct Object; struct Render; struct RenderEngine; struct RenderEngineType; struct Scene; struct View3D; struct ViewLayer; struct bContext; struct rcti; void DRW_engines_register(void); void DRW_engines_register_experimental(void); void DRW_engines_free(void); bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type); void DRW_engine_register(struct DrawEngineType *draw_engine_type); typedef struct DRWUpdateContext { struct Main *bmain; struct Depsgraph *depsgraph; struct Scene *scene; struct ViewLayer *view_layer; struct ARegion *region; struct View3D *v3d; struct RenderEngineType *engine_type; } DRWUpdateContext; void DRW_notify_view_update(const DRWUpdateContext *update_ctx); typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage; typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data); typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data); /** * Everything starts here. * This function takes care of calling all cache and rendering functions * for each relevant engine / mode engine. */ void DRW_draw_view(const struct bContext *C); /** * Draw render engine info. */ void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height); /** * Used for both regular and off-screen drawing. * Need to reset DST before calling this function */ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, const struct bContext *evil_C); void DRW_draw_render_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport); /** * \param viewport: can be NULL, in this case we create one. */ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *region, struct View3D *v3d, bool is_image_render, bool draw_background, bool do_color_management, struct GPUOffScreen *ofs, struct GPUViewport *viewport); void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph, struct ARegion *region, struct GPUViewport *viewport, const struct bContext *evil_C); /** * object mode select-loop, see: #ED_view3d_draw_select_loop (legacy drawing). */ void DRW_draw_select_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, bool use_obedit_skip, bool draw_surface, bool use_nearest, bool do_material_sub_selection, const struct rcti *rect, DRW_SelectPassFn select_pass_fn, void *select_pass_user_data, DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data); /** * object mode select-loop, see: #ED_view3d_draw_depth_loop (legacy drawing). */ void DRW_draw_depth_loop(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, const bool use_gpencil, const bool use_basic, const bool use_overlay); /** * Clears the Depth Buffer and draws only the specified object. */ void DRW_draw_depth_object(struct Scene *scene, struct ARegion *region, struct View3D *v3d, struct GPUViewport *viewport, struct Object *object); void DRW_draw_select_id(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, const struct rcti *rect); /* Grease pencil render. */ /** * Helper to check if exit object type to render. */ bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph); void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph); /** * This is here because #GPUViewport needs it. */ struct DRWInstanceDataList *DRW_instance_data_list_create(void); void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist); void DRW_uniform_attrs_pool_free(struct GHash *table); void DRW_render_context_enable(struct Render *render); void DRW_render_context_disable(struct Render *render); void DRW_opengl_context_create(void); void DRW_opengl_context_destroy(void); void DRW_opengl_context_enable(void); void DRW_opengl_context_disable(void); #ifdef WITH_XR_OPENXR /* XXX see comment on DRW_xr_opengl_context_get() */ void *DRW_xr_opengl_context_get(void); void *DRW_xr_gpu_context_get(void); void DRW_xr_drawing_begin(void); void DRW_xr_drawing_end(void); #endif /* For garbage collection */ void DRW_cache_free_old_batches(struct Main *bmain); void DRW_cache_free_old_subdiv(void); /* For the OpenGL evaluators and garbage collected subdivision data. */ void DRW_subdiv_free(void); /* Never use this. Only for closing blender. */ void DRW_opengl_context_enable_ex(bool restore); void DRW_opengl_context_disable_ex(bool restore); void DRW_opengl_render_context_enable(void *re_gl_context); void DRW_opengl_render_context_disable(void *re_gl_context); /** * Needs to be called AFTER #DRW_opengl_render_context_enable(). */ void DRW_gpu_render_context_enable(void *re_gpu_context); /** * Needs to be called BEFORE #DRW_opengl_render_context_disable(). */ void DRW_gpu_render_context_disable(void *re_gpu_context); void DRW_deferred_shader_remove(struct GPUMaterial *mat); /** * Get DrawData from the given ID-block. In order for this to work, we assume that * the DrawData pointer is stored in the struct in the same fashion as in #IdDdtTemplate. */ struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id); void DRW_drawdata_free(struct ID *id); struct DRWData *DRW_viewport_data_create(void); void DRW_viewport_data_free(struct DRWData *drw_data); bool DRW_opengl_context_release(void); void DRW_opengl_context_activate(bool drw_state); /** * We may want to move this into a more general location. * \note This doesn't require the draw context to be in use. */ void DRW_draw_cursor_2d_ex(const struct ARegion *region, const float cursor[2]); void DRW_cdlayer_attr_aliases_add(struct GPUVertFormat *format, const char *base_name, const struct CustomData *data, const struct CustomDataLayer *cl, bool is_active_render, bool is_active_layer); #ifdef __cplusplus } #endif