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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#pragma once
#define USE_CAGE_OCCLUSION
#include "DRW_render.h"
/* GPUViewport.storage
* Is freed every time the viewport engine changes. */
typedef struct SELECTID_StorageList {
struct SELECTID_PrivateData *g_data;
} SELECTID_StorageList;
typedef struct SELECTID_PassList {
struct DRWPass *depth_only_pass;
struct DRWPass *select_id_face_pass;
struct DRWPass *select_id_edge_pass;
struct DRWPass *select_id_vert_pass;
} SELECTID_PassList;
typedef struct SELECTID_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
SELECTID_PassList *psl;
SELECTID_StorageList *stl;
} SELECTID_Data;
typedef struct SELECTID_Shaders {
/* Depth Pre Pass */
struct GPUShader *select_id_flat;
struct GPUShader *select_id_uniform;
} SELECTID_Shaders;
typedef struct SELECTID_PrivateData {
DRWShadingGroup *shgrp_depth_only;
DRWShadingGroup *shgrp_face_unif;
DRWShadingGroup *shgrp_face_flat;
DRWShadingGroup *shgrp_edge;
DRWShadingGroup *shgrp_vert;
DRWView *view_subregion;
DRWView *view_faces;
DRWView *view_edges;
DRWView *view_verts;
} SELECTID_PrivateData; /* Transient data */
/* select_draw_utils.c */
void select_id_object_min_max(struct Object *obj, float r_min[3], float r_max[3]);
short select_id_get_object_select_mode(Scene *scene, Object *ob);
void select_id_draw_object(void *vedata,
View3D *v3d,
Object *ob,
short select_mode,
uint initial_offset,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset);
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