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/*
* 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 workbench_private.h
* \ingroup draw_engine
*/
#ifndef __WORKBENCH_PRIVATE_H__
#define __WORKBENCH_PRIVATE_H__
#include "DRW_render.h"
#include "DNA_view3d_types.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define WORKBENCH_ENCODE_NORMALS
typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *prepass_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
struct DRWPass *prepass_pass;
struct DRWPass *composite_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
WORKBENCH_FramebufferList *fbl;
DRWViewportEmptyList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_World {
float diffuse_light_x_pos[4];
float diffuse_light_x_neg[4];
float diffuse_light_y_pos[4];
float diffuse_light_y_neg[4];
float diffuse_light_z_pos[4];
float diffuse_light_z_neg[4];
float background_color_low[4];
float background_color_high[4];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GPUShader *prepass_sh;
struct GPUShader *composite_sh;
short drawtype_lighting;
short drawtype_options;
struct GPUUniformBuffer *world_ubo;
WORKBENCH_UBO_World world_data;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_MaterialData {
/* Solid color */
float color[3];
int object_id;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
struct ObjectEngineData *next, *prev;
struct DrawEngineType *engine_type;
/* Only nested data, NOT the engine data itself. */
ObjectEngineDataFreeCb free;
/* Accumulated recalc flags, which corresponds to ID->recalc flags. */
int recalc;
int object_id;
} WORKBENCH_ObjectData;
/* workbench_engine.c */
void workbench_solid_materials_init(WORKBENCH_Data *vedata);
void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_solid_materials_free(void);
/* workbench_materials.c */
void workbench_materials_engine_init(WORKBENCH_Data *vedata);
void workbench_materials_engine_free(void);
void workbench_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
#endif
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