/* * 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 */ #pragma once struct DRWPass; struct DRWShadingGroup; struct GPUMaterial; struct ModifierData; struct FluidModifierData; struct Object; struct ParticleSystem; struct RegionView3D; struct ViewLayer; #define UBO_FIRST_COLOR colorWire #define UBO_LAST_COLOR colorFaceFront /* 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 colorDupliSelect[4]; float colorDupli[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 colorGridEmphasise[4]; float colorGridAxisX[4]; float colorGridAxisY[4]; float colorGridAxisZ[4]; float colorFaceBack[4]; float colorFaceFront[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 pad_globalsBlock; } GlobalsUboStorage; /* Keep in sync with globalsBlock in shaders */ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16) void DRW_globals_update(void); void DRW_globals_free(void); struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view, const struct RegionView3D *rv3d, float offset); 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(struct Object *ob, int *r_axis); bool DRW_object_axis_orthogonal_to_view(struct Object *ob, int axis); /* 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_sub(struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, struct DRWShadingGroup *shgrp); struct GPUVertBuf *DRW_hair_pos_buffer_get(struct Object *object, struct ParticleSystem *psys, struct ModifierData *md); void DRW_hair_duplimat_get(struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, float (*dupli_mat)[4]); void DRW_hair_init(void); void DRW_hair_update(void); void DRW_hair_free(void); /* draw_fluid.c */ /* Fluid simulation. */ void DRW_smoke_ensure(struct FluidModifierData *fmd, int highres); void DRW_smoke_ensure_coba_field(struct FluidModifierData *fmd); void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd); void DRW_smoke_free(struct FluidModifierData *fmd); void DRW_smoke_free_velocity(struct FluidModifierData *fmd); /* draw_common.c */ struct DRW_Global { /** If needed, contains all global/Theme colors * Add needed theme colors / values to DRW_globals_update() and update UBO * Not needed for constant color. */ GlobalsUboStorage block; /** Define "globalsBlock" uniform for 'block'. */ struct GPUUniformBuffer *block_ubo; struct GPUTexture *ramp; struct GPUTexture *weight_ramp; struct GPUUniformBuffer *view_ubo; }; extern struct DRW_Global G_draw;