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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 DRW_render.h
* \ingroup draw
*/
/* This is the Render Functions used by Realtime engines to draw with OpenGL */
#ifndef __DRW_RENDER_H__
#define __DRW_RENDER_H__
#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_scene.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BLT_translation.h"
#include "DNA_object_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "draw_mode_pass.h"
#include "draw_cache.h"
#include "draw_view.h"
#include "MEM_guardedalloc.h"
#include "RE_engine.h"
struct bContext;
struct GPUFrameBuffer;
struct GPUShader;
struct GPUTexture;
struct GPUUniformBuffer;
struct Object;
struct Batch;
typedef struct DRWUniform DRWUniform;
typedef struct DRWInterface DRWInterface;
typedef struct DRWPass DRWPass;
typedef struct DRWShadingGroup DRWShadingGroup;
/* Textures */
typedef enum {
DRW_TEX_RGBA_8,
DRW_TEX_RGBA_16,
DRW_TEX_RGBA_32,
DRW_TEX_RGB_8,
DRW_TEX_RGB_16,
DRW_TEX_RGB_32,
DRW_TEX_RG_8,
DRW_TEX_RG_16,
DRW_TEX_RG_32,
DRW_TEX_R_8,
DRW_TEX_R_16,
DRW_TEX_R_32,
DRW_TEX_DEPTH_16,
DRW_TEX_DEPTH_24,
DRW_TEX_DEPTH_32,
} DRWTextureFormat;
typedef enum {
DRW_TEX_FILTER = (1 << 0),
DRW_TEX_WRAP = (1 << 1),
DRW_TEX_COMPARE = (1 << 2),
} DRWTextureFlag;
struct GPUTexture *DRW_texture_create_1D(
int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D(
int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
void DRW_texture_free(struct GPUTexture *tex);
/* 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);
/* Buffers */
/* DRWFboTexture->format */
#define DRW_BUF_DEPTH_16 1
#define DRW_BUF_DEPTH_24 2
#define DRW_BUF_R_8 3
#define DRW_BUF_R_16 4
#define DRW_BUF_R_32 5
#define DRW_BUF_RG_8 6
#define DRW_BUF_RG_16 7
#define DRW_BUF_RG_32 8
#define DRW_BUF_RGB_8 9
#define DRW_BUF_RGB_16 10
#define DRW_BUF_RGB_32 11
#define DRW_BUF_RGBA_8 12
#define DRW_BUF_RGBA_16 13
#define DRW_BUF_RGBA_32 14
#define MAX_FBO_TEX 5
typedef struct DRWFboTexture {
struct GPUTexture **tex;
int format;
} DRWFboTexture;
void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr);
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
/* Shaders */
struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
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_3D_depth_only(void);
void DRW_shader_free(struct GPUShader *shader);
/* Batches */
typedef enum {
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
DRW_STATE_DEPTH_LESS = (1 << 2),
DRW_STATE_DEPTH_EQUAL = (1 << 3),
DRW_STATE_CULL_BACK = (1 << 4),
DRW_STATE_CULL_FRONT = (1 << 5),
DRW_STATE_WIRE = (1 << 6),
DRW_STATE_WIRE_LARGE = (1 << 7),
DRW_STATE_POINT = (1 << 8),
DRW_STATE_STIPPLE_2 = (1 << 9),
DRW_STATE_STIPPLE_3 = (1 << 10),
DRW_STATE_STIPPLE_4 = (1 << 11),
DRW_STATE_BLEND = (1 << 12),
} DRWState;
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
void DRW_shgroup_dynamic_call_add(DRWShadingGroup *shgroup, ...);
void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, int loc);
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo, int loc);
void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, const int value, int loc);
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize);
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);
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_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
/* Passes */
DRWPass *DRW_pass_create(const char *name, DRWState state);
/* Viewport */
typedef enum {
DRW_MAT_PERS,
DRW_MAT_WIEW,
DRW_MAT_WIN,
} DRWViewportMatrixType;
void DRW_viewport_init(const bContext *C);
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
float *DRW_viewport_size_get(void);
float *DRW_viewport_screenvecs_get(void);
float *DRW_viewport_pixelsize_get(void);
bool DRW_viewport_is_persp_get(void);
bool DRW_viewport_cache_is_dirty(void);
/* Settings */
#ifndef __DRW_ENGINE_H__
void *DRW_material_settings_get(Material *ma, const char *engine_name);
void *DRW_render_settings_get(Scene *scene, const char *engine_name);
#endif /* __DRW_ENGINE_H__ */
/* Cache */
void DRW_mode_cache_init(void);
void DRW_mode_cache_populate(struct Object *ob);
void DRW_mode_cache_finish(void);
/* Draw commands */
void DRW_draw_pass(DRWPass *pass);
void DRW_draw_mode_overlays(void);
void DRW_state_reset(void);
/* Other */
void DRW_get_dfdy_factors(float dfdyfac[2]);
const struct bContext *DRW_get_context(void);
void *DRW_engine_pass_list_get(void);
void *DRW_engine_storage_list_get(void);
void *DRW_engine_texture_list_get(void);
void *DRW_engine_framebuffer_list_get(void);
void *DRW_mode_pass_list_get(void);
void *DRW_mode_storage_list_get(void);
void *DRW_mode_texture_list_get(void);
void *DRW_mode_framebuffer_list_get(void);
#endif /* __DRW_RENDER_H__ */
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