/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): * * ***** END GPL LICENSE BLOCK ***** */ /** \file GPU_viewport.h * \ingroup gpu */ #ifndef __GPU_VIEWPORT_H__ #define __GPU_VIEWPORT_H__ #include #include "DNA_vec_types.h" #include "GPU_framebuffer.h" #include "GPU_texture.h" typedef struct GPUViewport GPUViewport; #define MAX_BUFFERS 8 #define MAX_TEXTURES 16 #define MAX_PASSES 16 #define MAX_STORAGE 2 /* extend if needed */ /* All FramebufferLists are just the same pointers with different names */ typedef struct FramebufferList { struct GPUFrameBuffer *framebuffers[MAX_BUFFERS]; } FramebufferList; typedef struct TextureList { struct GPUTexture *textures[MAX_TEXTURES]; } TextureList; typedef struct PassList { struct DRWPass *passes[MAX_PASSES]; } PassList; typedef struct StorageList { void *storage[MAX_STORAGE]; /* custom structs from the engine */ } StorageList; /* Buffer and textures used by the viewport by default */ typedef struct DefaultFramebufferList { struct GPUFrameBuffer *default_fb; } DefaultFramebufferList; typedef struct DefaultTextureList { struct GPUTexture *color; struct GPUTexture *depth; } DefaultTextureList; typedef struct DefaultPassList { struct DRWPass *non_meshes_pass; struct DRWPass *ob_center_pass; } DefaultPassList; GPUViewport *GPU_viewport_create(void); void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect, const char *engine, int mode); void GPU_viewport_unbind(GPUViewport *viewport); void GPU_viewport_free(GPUViewport *viewport); void GPU_viewport_get_engine_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str); void GPU_viewport_get_mode_data(GPUViewport *viewport, FramebufferList **fbs, TextureList **txs, PassList **pss, StorageList **str); /* debug */ bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]); void GPU_viewport_debug_depth_free(GPUViewport *viewport); void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y); void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar); bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport); int GPU_viewport_debug_depth_width(const GPUViewport *viewport); int GPU_viewport_debug_depth_height(const GPUViewport *viewport); #endif // __GPU_VIEWPORT_H__