/* * 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. */ /** \file * \ingroup gpu */ #pragma once #include #include "DNA_scene_types.h" #include "DNA_vec_types.h" #include "GPU_framebuffer.h" #include "GPU_texture.h" #ifdef __cplusplus extern "C" { #endif #define GLA_PIXEL_OFS 0.375f typedef struct GHash GHash; typedef struct GPUViewport GPUViewport; struct GPUFrameBuffer; struct DefaultFramebufferList; struct DefaultTextureList; struct DRWData; GPUViewport *GPU_viewport_create(void); GPUViewport *GPU_viewport_stereo_create(void); void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect); void GPU_viewport_unbind(GPUViewport *viewport); void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect); void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport, int view, const rcti *rect, bool display_colorspace, bool do_overlay_merge); void GPU_viewport_free(GPUViewport *viewport); void GPU_viewport_colorspace_set(GPUViewport *viewport, ColorManagedViewSettings *view_settings, const ColorManagedDisplaySettings *display_settings, float dither); void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs); void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs, bool display_colorspace, bool do_overlay_merge); struct DRWData **GPU_viewport_data_get(GPUViewport *viewport); void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format); void GPU_viewport_tag_update(GPUViewport *viewport); bool GPU_viewport_do_update(GPUViewport *viewport); int GPU_viewport_active_view_get(GPUViewport *viewport); bool GPU_viewport_is_stereo_get(GPUViewport *viewport); GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view); GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view); GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport); GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport); #ifdef __cplusplus } #endif