1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
|
/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
/* This is the Render Functions used by Realtime engines to draw with OpenGL */
#ifndef __DRW_RENDER_H__
#define __DRW_RENDER_H__
#include "DRW_engine_types.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_scene.h"
#include "BLT_translation.h"
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "GPU_framebuffer.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "draw_cache.h"
#include "draw_common.h"
#include "draw_view.h"
#include "draw_debug.h"
#include "draw_manager_profiling.h"
#include "MEM_guardedalloc.h"
#include "RE_engine.h"
#include "DEG_depsgraph.h"
struct GPUBatch;
struct GPUFrameBuffer;
struct GPUMaterial;
struct GPUShader;
struct GPUTexture;
struct GPUUniformBuffer;
struct Object;
struct ParticleSystem;
struct RenderEngineType;
struct bContext;
struct rcti;
typedef struct DRWCallBuffer DRWCallBuffer;
typedef struct DRWInterface DRWInterface;
typedef struct DRWPass DRWPass;
typedef struct DRWShaderLibrary DRWShaderLibrary;
typedef struct DRWShadingGroup DRWShadingGroup;
typedef struct DRWUniform DRWUniform;
typedef struct DRWView DRWView;
/* TODO Put it somewhere else? */
typedef struct BoundSphere {
float center[3], radius;
} BoundSphere;
/* declare members as empty (unused) */
typedef char DRWViewportEmptyList;
#define DRW_VIEWPORT_LIST_SIZE(list) \
(sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
/* Unused members must be either pass list or 'char *' when not usd. */
#define DRW_VIEWPORT_DATA_SIZE(ty) \
{ \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)), \
}
typedef struct DrawEngineDataSize {
int fbl_len;
int txl_len;
int psl_len;
int stl_len;
} DrawEngineDataSize;
typedef struct DrawEngineType {
struct DrawEngineType *next, *prev;
char idname[32];
const DrawEngineDataSize *vedata_size;
void (*engine_init)(void *vedata);
void (*engine_free)(void);
void (*cache_init)(void *vedata);
void (*cache_populate)(void *vedata, struct Object *ob);
void (*cache_finish)(void *vedata);
void (*draw_scene)(void *vedata);
void (*view_update)(void *vedata);
void (*id_update)(void *vedata, struct ID *id);
void (*render_to_image)(void *vedata,
struct RenderEngine *engine,
struct RenderLayer *layer,
const struct rcti *rect);
} DrawEngineType;
/* Textures */
typedef enum {
DRW_TEX_FILTER = (1 << 0),
DRW_TEX_WRAP = (1 << 1),
DRW_TEX_COMPARE = (1 << 2),
DRW_TEX_MIPMAP = (1 << 3),
} DRWTextureFlag;
/* Textures from DRW_texture_pool_query_* have the options
* DRW_TEX_FILTER for color float textures, and no options
* for depth textures and integer textures. */
struct GPUTexture *DRW_texture_pool_query_2d(int w,
int h,
eGPUTextureFormat format,
DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format,
DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_create_1d(int w,
eGPUTextureFormat format,
DRWTextureFlag flags,
const float *fpixels);
struct GPUTexture *DRW_texture_create_2d(
int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_3d(
int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(int w,
eGPUTextureFormat format,
DRWTextureFlag flags,
const float *fpixels);
struct GPUTexture *DRW_texture_create_cube_array(
int w, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_ensure_fullscreen_2d(struct GPUTexture **tex,
eGPUTextureFormat format,
DRWTextureFlag flags);
void DRW_texture_ensure_2d(
struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags);
void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
void DRW_texture_free(struct GPUTexture *tex);
#define DRW_TEXTURE_FREE_SAFE(tex) \
do { \
if (tex != NULL) { \
DRW_texture_free(tex); \
tex = NULL; \
} \
} while (0)
/* UBOs */
struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
#define DRW_UBO_FREE_SAFE(ubo) \
do { \
if (ubo != NULL) { \
DRW_uniformbuffer_free(ubo); \
ubo = NULL; \
} \
} while (0)
/* Shaders */
struct GPUShader *DRW_shader_create(const char *vert,
const char *geom,
const char *frag,
const char *defines);
struct GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
const eGPUShaderTFBType prim_type,
const char **varying_names,
const int varying_count);
struct GPUShader *DRW_shader_create_2d(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3d(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig slot);
struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
const void *engine_type,
const int options,
bool deferred);
struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma,
const void *engine_type,
const int options,
bool deferred);
struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
struct World *wo,
struct bNodeTree *ntree,
const void *engine_type,
const int options,
const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
const char *defines,
bool deferred);
struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
struct Material *ma,
struct bNodeTree *ntree,
const void *engine_type,
const int options,
const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
const char *defines,
bool deferred);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
do { \
if (shader != NULL) { \
DRW_shader_free(shader); \
shader = NULL; \
} \
} while (0)
DRWShaderLibrary *DRW_shader_library_create(void);
/* Warning: Each library must be added after all its dependencies. */
void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name);
#define DRW_SHADER_LIB_ADD(lib, lib_name) \
DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code);
void DRW_shader_library_free(DRWShaderLibrary *lib);
#define DRW_SHADER_LIB_FREE_SAFE(lib) \
do { \
if (lib != NULL) { \
DRW_shader_library_free(lib); \
lib = NULL; \
} \
} while (0)
/* Batches */
/* DRWState is a bitmask that stores the current render state and the desired render state. Based
* on the differences the minimum state changes can be invoked to setup the desired render state.
*
* The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
* therefore they aren't ordered as a bit mask.*/
typedef enum {
/** Write mask */
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
/* Write Stencil. These options are mutual exclusive and packed into 2 bits */
DRW_STATE_WRITE_STENCIL = (1 << 2),
DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
/** Depth test. These options are mutual exclusive and packed into 3 bits */
DRW_STATE_DEPTH_ALWAYS = (1 << 4),
DRW_STATE_DEPTH_LESS = (2 << 4),
DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
DRW_STATE_DEPTH_EQUAL = (4 << 4),
DRW_STATE_DEPTH_GREATER = (5 << 4),
DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
/** Culling test */
DRW_STATE_CULL_BACK = (1 << 7),
DRW_STATE_CULL_FRONT = (1 << 8),
/** Stencil test . These options are mutal exclusive and packed into 2 bits*/
DRW_STATE_STENCIL_ALWAYS = (1 << 9),
DRW_STATE_STENCIL_EQUAL = (2 << 9),
DRW_STATE_STENCIL_NEQUAL = (3 << 9),
/** Blend state. These options are mutual exclusive and packed into 4 bits */
DRW_STATE_BLEND_ADD = (1 << 11),
/** Same as additive but let alpha accumulate without premult. */
DRW_STATE_BLEND_ADD_FULL = (2 << 11),
/** Standard alpha blending. */
DRW_STATE_BLEND_ALPHA = (3 << 11),
/** Use that if color is already premult by alpha. */
DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
DRW_STATE_BLEND_BACKGROUND = (5 << 11),
DRW_STATE_BLEND_OIT = (6 << 11),
DRW_STATE_BLEND_MUL = (7 << 11),
DRW_STATE_BLEND_SUB = (8 << 11),
/** Use dual source blending. WARNING: Only one color buffer allowed. */
DRW_STATE_BLEND_CUSTOM = (9 << 11),
DRW_STATE_LOGIC_INVERT = (10 << 11),
DRW_STATE_IN_FRONT_SELECT = (1 << 27),
DRW_STATE_SHADOW_OFFSET = (1 << 28),
DRW_STATE_CLIP_PLANES = (1 << 29),
DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
/** DO NOT USE. Assumed always enabled. Only used internally. */
DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
} DRWState;
#define DRW_STATE_DEFAULT \
(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
#define DRW_STATE_RASTERIZER_ENABLED \
(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
#define DRW_STATE_DEPTH_TEST_ENABLED \
(DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
#define DRW_STATE_STENCIL_TEST_ENABLED \
(DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
#define DRW_STATE_WRITE_STENCIL_ENABLED \
(DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
typedef enum {
DRW_ATTR_INT,
DRW_ATTR_FLOAT,
} eDRWAttrType;
typedef struct DRWInstanceAttrFormat {
char name[32];
eDRWAttrType type;
int components;
} DRWInstanceAttrFormat;
struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],
int arraysize);
#define DRW_shgroup_instance_format(format, ...) \
do { \
if (format == NULL) { \
DRWInstanceAttrFormat drw_format[] = __VA_ARGS__; \
format = DRW_shgroup_instance_format_array( \
drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttrFormat))); \
} \
} while (0)
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
DRWPass *pass,
struct GPUVertBuf *tf_target);
void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material);
/* return final visibility */
typedef bool(DRWCallVisibilityFn)(bool vis_in, void *user_data);
void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
Object *ob,
float (*obmat)[4],
struct GPUBatch *geom,
bool bypass_culling,
void *user_data);
/* If ob is NULL, unit modelmatrix is assumed and culling is bypassed. */
#define DRW_shgroup_call(shgrp, geom, ob) DRW_shgroup_call_ex(shgrp, ob, NULL, geom, false, NULL)
/* Same as DRW_shgroup_call but override the obmat. Not culled. */
#define DRW_shgroup_call_obmat(shgrp, geom, obmat) \
DRW_shgroup_call_ex(shgrp, NULL, obmat, geom, false, NULL)
/* TODO(fclem) remove this when we have DRWView */
/* user_data is used by DRWCallVisibilityFn defined in DRWView. */
#define DRW_shgroup_call_with_callback(shgrp, geom, ob, user_data) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, false, user_data)
/* Same as DRW_shgroup_call but bypass culling even if ob is not NULL. */
#define DRW_shgroup_call_no_cull(shgrp, geom, ob) \
DRW_shgroup_call_ex(shgrp, ob, NULL, geom, true, NULL)
void DRW_shgroup_call_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint v_sta, uint v_ct);
void DRW_shgroup_call_instance_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint v_sta, uint v_ct);
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_ct);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_ct);
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_ct);
/* Warning: Only use with Shaders that have IN_PLACE_INSTANCES defined. */
void DRW_shgroup_call_instances(DRWShadingGroup *shgroup,
Object *ob,
struct GPUBatch *geom,
uint count);
/* Warning: Only use with Shaders that have INSTANCED_ATTR defined. */
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup,
Object *ob,
struct GPUBatch *geom,
struct GPUBatch *inst_attributes);
void DRW_shgroup_call_sculpt(DRWShadingGroup *sh, Object *ob, bool wire, bool mask);
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **sh, int num_sh, Object *ob);
DRWCallBuffer *DRW_shgroup_call_buffer(DRWShadingGroup *shading_group,
struct GPUVertFormat *format,
GPUPrimType prim_type);
DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shading_group,
struct GPUVertFormat *format,
struct GPUBatch *geom);
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data);
void DRW_buffer_add_entry_array(DRWCallBuffer *buffer, const void *attr[], uint attr_len);
#define DRW_buffer_add_entry(buffer, ...) \
do { \
const void *array[] = {__VA_ARGS__}; \
DRW_buffer_add_entry_array(buffer, array, (sizeof(array) / sizeof(*array))); \
} while (0)
/* Can only be called during iter phase. */
uint32_t DRW_object_resource_id_get(Object *UNUSED(ob));
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
/* Reminders:
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
**/
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
uint compare_mask);
/* TODO remove this function. Obsolete version. mask is actually reference value. */
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);
/* Issue a clear command. */
void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup,
eGPUFrameBufferBits channels,
uchar r,
uchar g,
uchar b,
uchar a,
float depth,
uchar stencil);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup,
const char *name,
const struct GPUTexture *tex);
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup,
const char *name,
struct GPUTexture **tex);
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup,
const char *name,
const struct GPUUniformBuffer *ubo);
void DRW_shgroup_uniform_block_ref(DRWShadingGroup *shgroup,
const char *name,
struct GPUUniformBuffer **ubo);
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize);
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize);
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize);
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup,
const char *name,
const float *value,
int arraysize);
/* Boolean are expected to be 4bytes longs for opengl! */
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize);
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize);
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize);
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize);
void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup,
const char *name,
const int *value,
int arraysize);
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
/* Store value instead of referencing it. */
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgrp, const char *name, const int *value);
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
const char *name,
const float (*value)[4],
int arraysize);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);
/* Passes */
DRWPass *DRW_pass_create(const char *name, DRWState state);
DRWPass *DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state);
void DRW_pass_link(DRWPass *first, DRWPass *second);
/* TODO Replace with passes inheritance. */
void DRW_pass_state_set(DRWPass *pass, DRWState state);
void DRW_pass_state_add(DRWPass *pass, DRWState state);
void DRW_pass_state_remove(DRWPass *pass, DRWState state);
void DRW_pass_foreach_shgroup(DRWPass *pass,
void (*callback)(void *userData, DRWShadingGroup *shgrp),
void *userData);
void DRW_pass_sort_shgroup_z(DRWPass *pass);
void DRW_pass_sort_shgroup_reverse(DRWPass *pass);
bool DRW_pass_is_empty(DRWPass *pass);
#define DRW_PASS_CREATE(pass, state) (pass = DRW_pass_create(#pass, state))
#define DRW_PASS_INSTANCE_CREATE(pass, original, state) \
(pass = DRW_pass_create_instance(#pass, (original), state))
/* Views */
DRWView *DRW_view_create(const float viewmat[4][4],
const float winmat[4][4],
const float (*culling_viewmat)[4],
const float (*culling_winmat)[4],
DRWCallVisibilityFn *visibility_fn);
DRWView *DRW_view_create_sub(const DRWView *parent_view,
const float viewmat[4][4],
const float winmat[4][4]);
void DRW_view_update(DRWView *view,
const float viewmat[4][4],
const float winmat[4][4],
const float (*culling_viewmat)[4],
const float (*culling_winmat)[4]);
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4]);
const DRWView *DRW_view_default_get(void);
void DRW_view_default_set(DRWView *view);
void DRW_view_set_active(DRWView *view);
void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len);
void DRW_view_camtexco_set(DRWView *view, float texco[4]);
/* For all getters, if view is NULL, default view is assumed. */
void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners);
void DRW_view_frustum_planes_get(const DRWView *view, float planes[6][4]);
/* These are in view-space, so negative if in perspective.
* Extract near and far clip distance from the projection matrix. */
float DRW_view_near_distance_get(const DRWView *view);
float DRW_view_far_distance_get(const DRWView *view);
bool DRW_view_is_persp_get(const DRWView *view);
/* Culling, return true if object is inside view frustum. */
bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere);
bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox);
bool DRW_culling_plane_test(const DRWView *view, const float plane[4]);
bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3]);
void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners);
void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4]);
/* Viewport */
const float *DRW_viewport_size_get(void);
const float *DRW_viewport_invert_size_get(void);
const float *DRW_viewport_screenvecs_get(void);
const float *DRW_viewport_pixelsize_get(void);
struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
struct DefaultTextureList *DRW_viewport_texture_list_get(void);
void DRW_viewport_request_redraw(void);
void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph);
void DRW_render_object_iter(void *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph,
void (*callback)(void *vedata,
struct Object *ob,
struct RenderEngine *engine,
struct Depsgraph *depsgraph));
void DRW_render_instance_buffer_finish(void);
void DRW_render_viewport_size_set(int size[2]);
void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
struct Depsgraph *depsgraph,
void (*callback)(void *vedata, void *user_data),
void *user_data);
/* ViewLayers */
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
void **DRW_view_layer_engine_data_ensure_ex(struct ViewLayer *view_layer,
DrawEngineType *engine_type,
void (*callback)(void *storage));
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
void (*callback)(void *storage));
/* DrawData */
DrawData *DRW_drawdata_get(ID *ib, DrawEngineType *engine_type);
DrawData *DRW_drawdata_ensure(ID *id,
DrawEngineType *engine_type,
size_t size,
DrawDataInitCb init_cb,
DrawDataFreeCb free_cb);
void **DRW_duplidata_get(void *vedata);
/* Settings */
bool DRW_object_is_renderable(const struct Object *ob);
bool DRW_object_is_in_edit_mode(const struct Object *ob);
int DRW_object_visibility_in_active_context(const struct Object *ob);
bool DRW_object_is_flat_normal(const struct Object *ob);
bool DRW_object_use_hide_faces(const struct Object *ob);
bool DRW_object_is_visible_psys_in_active_context(const struct Object *object,
const struct ParticleSystem *psys);
struct Object *DRW_object_get_dupli_parent(const struct Object *ob);
struct DupliObject *DRW_object_get_dupli(const struct Object *ob);
/* Draw commands */
void DRW_draw_pass(DRWPass *pass);
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);
void DRW_draw_callbacks_pre_scene(void);
void DRW_draw_callbacks_post_scene(void);
void DRW_state_reset_ex(DRWState state);
void DRW_state_reset(void);
void DRW_state_lock(DRWState state);
/* Selection */
void DRW_select_load_id(uint id);
/* Draw State */
void DRW_state_dfdy_factors_get(float dfdyfac[2]);
bool DRW_state_is_fbo(void);
bool DRW_state_is_select(void);
bool DRW_state_is_depth(void);
bool DRW_state_is_image_render(void);
bool DRW_state_do_color_management(void);
bool DRW_state_is_scene_render(void);
bool DRW_state_is_opengl_render(void);
bool DRW_state_is_playback(void);
bool DRW_state_is_navigating(void);
bool DRW_state_show_text(void);
bool DRW_state_draw_support(void);
bool DRW_state_draw_background(void);
/* Avoid too many lookups while drawing */
typedef struct DRWContextState {
struct ARegion *region; /* 'CTX_wm_region(C)' */
struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
struct Scene *scene; /* 'CTX_data_scene(C)' */
struct ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */
/* Use 'object_edit' for edit-mode */
struct Object *obact; /* 'OBACT' */
struct RenderEngineType *engine_type;
struct Depsgraph *depsgraph;
struct TaskGraph *task_graph;
eObjectMode object_mode;
eGPUShaderConfig sh_cfg;
/** Last resort (some functions take this as an arg so we can't easily avoid).
* May be NULL when used for selection or depth buffer. */
const struct bContext *evil_C;
/* ---- */
/* Cache: initialized by 'drw_context_state_init'. */
struct Object *object_pose;
struct Object *object_edit;
} DRWContextState;
const DRWContextState *DRW_context_state_get(void);
#endif /* __DRW_RENDER_H__ */
|