/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file draw_common.h * \ingroup draw */ #ifndef __DRAW_COMMON_H__ #define __DRAW_COMMON_H__ struct DRWPass; struct DRWShadingGroup; struct Gwn_Batch; struct GPUMaterial; struct Object; struct ViewLayer; struct ModifierData; struct ParticleSystem; struct PTCacheEdit; /* Used as ubo but colors can be directly referenced as well */ /* Keep in sync with: common_globals_lib.glsl (globalsBlock) */ 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 colorTransform[4]; float colorLibrarySelect[4]; float colorLibrary[4]; float colorLamp[4]; float colorSpeaker[4]; float colorCamera[4]; float colorEmpty[4]; float colorVertex[4]; float colorVertexSelect[4]; float colorEditMeshActive[4]; float colorEdgeSelect[4]; float colorEdgeSeam[4]; float colorEdgeSharp[4]; float colorEdgeCrease[4]; float colorEdgeBWeight[4]; float colorEdgeFaceSelect[4]; float colorFace[4]; float colorFaceSelect[4]; float colorNormal[4]; float colorVNormal[4]; float colorLNormal[4]; float colorFaceDot[4]; float colorDeselect[4]; float colorOutline[4]; float colorLampNoAlpha[4]; float colorBackground[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 colorNurbSelUline[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]; /* Pack individual float at the end of the buffer to avoid alignement errors */ float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow; float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot; float gridDistance, gridResolution, gridSubdivisions, gridScale; } GlobalsUboStorage; /* Keep in sync with globalsBlock in shaders */ void DRW_globals_update(void); void DRW_globals_free(void); struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass); struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, float color[4]); struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size); struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]); struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]); struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct Gwn_Batch *geom, float *size); struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_axis_names(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_image_plane(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct Gwn_Batch *geom, int *baseid); struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct Gwn_Batch *geom); struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass); struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass); struct GPUShader *mpath_line_shader_get(void); struct GPUShader *mpath_points_shader_get(void); struct GPUShader *volume_velocity_shader_get(bool use_needle); 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); /* 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; } DRWArmaturePasses; void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes); void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes); void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes); /* 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); #endif /* __DRAW_COMMON_H__ */