/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw */ #ifndef __DRW_ENGINE_H__ #define __DRW_ENGINE_H__ #include "BLI_sys_types.h" /* for bool */ struct ARegion; struct Base; struct DRWInstanceDataList; struct DRWPass; struct Depsgraph; struct DrawEngineType; struct GPUMaterial; struct GPUOffScreen; struct GPUViewport; struct ID; struct IDProperty; struct Main; struct Material; struct Object; struct RegionView3D; struct RenderEngine; struct RenderEngineType; struct Scene; struct View3D; struct ViewContext; struct ViewLayer; struct ViewportEngineData; struct WorkSpace; struct bContext; struct rcti; #include "DNA_object_enums.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; void DRW_engines_register(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); void DRW_engine_viewport_data_size_get( const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len); typedef struct DRWUpdateContext { struct Main *bmain; struct Depsgraph *depsgraph; struct Scene *scene; struct ViewLayer *view_layer; struct ARegion *ar; 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); void DRW_draw_view(const struct bContext *C); void DRW_draw_region_engine_info(int xoffset, int yoffset); void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *ar, struct View3D *v3d, struct GPUViewport *viewport, const struct bContext *evil_C); void DRW_draw_render_loop(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, struct GPUViewport *viewport); void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, struct RenderEngineType *engine_type, struct ARegion *ar, struct View3D *v3d, const bool draw_background, const bool do_color_management, struct GPUOffScreen *ofs, struct GPUViewport *viewport); void DRW_draw_select_loop(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, bool use_obedit_skip, bool draw_surface, bool use_nearest, const struct rcti *rect, DRW_SelectPassFn select_pass_fn, void *select_pass_user_data, DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data); void DRW_draw_depth_loop(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, struct GPUViewport *viewport, bool use_opengl_context); void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, struct GPUViewport *viewport); void DRW_draw_depth_object(struct ARegion *ar, struct GPUViewport *viewport, struct Object *object); void DRW_draw_select_id(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, struct Base **bases, const uint bases_len, short select_mode); /* grease pencil render */ bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph); void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph); void DRW_gpencil_freecache(struct Object *ob); /* 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_opengl_context_create(void); void DRW_opengl_context_destroy(void); void DRW_opengl_context_enable(void); void DRW_opengl_context_disable(void); /* For garbage collection */ void DRW_cache_free_old_batches(struct Main *bmain); /* 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); void DRW_gawain_render_context_enable(void *re_gpu_context); void DRW_gawain_render_context_disable(void *re_gpu_context); void DRW_deferred_shader_remove(struct GPUMaterial *mat); struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id); void DRW_drawdata_free(struct ID *id); /* select_engine.c */ void DRW_select_context_create(struct Base **bases, const uint bases_len, short select_mode); bool DRW_select_elem_get(const uint sel_id, uint *r_elem, uint *r_base_index, char *r_elem_type); uint DRW_select_context_offset_for_object_elem(const uint base_index, char elem_type); uint DRW_select_context_elem_len(void); void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf); void DRW_draw_select_id_object(struct Depsgraph *depsgraph, struct ViewLayer *view_layer, struct ARegion *ar, struct View3D *v3d, struct Object *ob, short select_mode); #endif /* __DRW_ENGINE_H__ */