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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 draw_common.h
* \ingroup draw
*/
#ifndef __DRAW_COMMON__
#define __DRAW_COMMON__
struct DRWPass;
struct DRWShadingGroup;
struct Batch;
struct Object;
/* Used as ubo but colors can be directly
* referenced as well */
/* Keep in sync with globalsBlock in shaders */
typedef struct GlobalsUboStorage {
/* UBOs data needs to be 16 byte aligned (size of vec4) */
float colorWire[4];
float colorWireEdit[4];
float colorActive[4];
float colorSelect[4];
float colorTransform[4];
float colorGroupActive[4];
float colorGroup[4];
float colorLamp[4];
float colorSpeaker[4];
float colorCamera[4];
float colorEmpty[4];
float colorVertex[4];
float colorVertexSelect[4];
float colorEditMeshActive[4];
float colorEdgeSelect[4];
float colorEdgeSeam[4];
float colorEdgeSharp[4];
float colorEdgeCrease[4];
float colorEdgeBWeight[4];
float colorEdgeFaceSelect[4];
float colorFace[4];
float colorFaceSelect[4];
float colorNormal[4];
float colorVNormal[4];
float colorLNormal[4];
float colorFaceDot[4];
float colorDeselect[4];
float colorOutline[4];
float colorLampNoAlpha[4];
/* Pack individual float at the end of the buffer to avoid alignement errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeNormal, sizeFaceDot;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
void DRW_globals_update(void);
struct DRWShadingGroup *shgroup_dynlines_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct Batch *geom, float *size);
struct DRWShadingGroup *shgroup_instance_objspace_solid(struct DRWPass *pass, struct Batch *geom, float (*obmat)[4]);
struct DRWShadingGroup *shgroup_instance_objspace_wire(struct DRWPass *pass, struct Batch *geom, float (*obmat)[4]);
struct DRWShadingGroup *shgroup_instance_axis_names(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct Batch *geom);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Batch *geom);
int DRW_object_wire_theme_get(struct Object *ob, float **color);
/* draw_armature.c */
void DRW_shgroup_armature_object(
struct Object *ob, struct DRWPass *pass_bone_solid,
struct DRWPass *pass_bone_wire, struct DRWShadingGroup *shgrp_relationship_lines);
void DRW_shgroup_armature_pose(
struct Object *ob, struct DRWPass *pass_bone_solid,
struct DRWPass *pass_bone_wire, struct DRWShadingGroup *shgrp_relationship_lines);
void DRW_shgroup_armature_edit(
struct Object *ob, struct DRWPass *pass_bone_solid,
struct DRWPass *pass_bone_wire, struct DRWShadingGroup *shgrp_relationship_lines);
#endif /* __DRAW_COMMON__ */
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