/* * 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 __DRAW_COMMON_H__ #define __DRAW_COMMON_H__ struct DRWCallBuffer; struct DRWPass; struct DRWShadingGroup; struct GPUBatch; struct GPUMaterial; struct ModifierData; struct Object; struct PTCacheEdit; struct ParticleSystem; struct ViewLayer; #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 colorDupliSelect[4]; float colorDupli[4]; float colorLibrarySelect[4]; float colorLibrary[4]; float colorTransform[4]; float colorLight[4]; float colorSpeaker[4]; float colorCamera[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 colorNormal[4]; float colorVNormal[4]; float colorLNormal[4]; float colorFaceDot[4]; float colorDeselect[4]; float colorOutline[4]; float colorLightNoAlpha[4]; float colorBackground[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 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 alignment errors */ float sizeLightCenter, sizeLightCircle, sizeLightCircleShadow; float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; 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); typedef struct DRWEmptiesBufferList { struct DRWCallBuffer *plain_axes; struct DRWCallBuffer *cube; struct DRWCallBuffer *circle; struct DRWCallBuffer *sphere; struct DRWCallBuffer *sphere_solid; struct DRWCallBuffer *cylinder; struct DRWCallBuffer *capsule_cap; struct DRWCallBuffer *capsule_body; struct DRWCallBuffer *cone; struct DRWCallBuffer *single_arrow; struct DRWCallBuffer *single_arrow_line; struct DRWCallBuffer *empty_axes; } DRWEmptiesBufferList; /* TODO(fclem) ideally, most of the DRWCallBuffer functions shouldn't create a shgroup. */ struct DRWCallBuffer *buffer_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_dynpoints_uniform_color(struct DRWShadingGroup *grp); struct DRWCallBuffer *buffer_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_solid(struct DRWPass *pass, struct GPUBatch *geom); struct DRWCallBuffer *buffer_instance_wire(struct DRWPass *pass, struct GPUBatch *geom); struct DRWCallBuffer *buffer_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_alpha(struct DRWShadingGroup *grp, struct GPUBatch *geom); struct DRWCallBuffer *buffer_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, const int *baseid, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_axes(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_envelope_distance(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_envelope_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_envelope_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_sphere_outline(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_sphere_solid(struct DRWPass *pass, bool transp, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg); struct DRWCallBuffer *buffer_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom, bool blend); void empties_callbuffers_create(struct DRWPass *pass, struct DRWEmptiesBufferList *buffers, eGPUShaderConfig sh_cfg); struct GPUShader *mpath_line_shader_get(void); struct GPUShader *mpath_points_shader_get(void); struct GPUShader *volume_velocity_shader_get(bool use_needle); struct DRWView *DRW_view_create_with_zoffset(const 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(Object *ob, int *r_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; struct GHash *custom_shapes; } DRWArmaturePasses; void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes, bool transp); 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); /* 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; #endif /* __DRAW_COMMON_H__ */