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/*
* 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
*/
#ifndef __DRAW_COMMON_H__
#define __DRAW_COMMON_H__
struct DRWPass;
struct DRWShadingGroup;
struct GPUBatch;
struct GPUMaterial;
struct ModifierData;
struct Object;
struct PTCacheEdit;
struct ParticleSystem;
struct ViewLayer;
#define UBO_FIRST_COLOR colorWire
#define UBO_LAST_COLOR colorGridAxisZ
/* Used as ubo but colors can be directly referenced as well */
/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
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 colorDupliSelect[4];
float colorDupli[4];
float colorLibrarySelect[4];
float colorLibrary[4];
float colorTransform[4];
float colorLamp[4];
float colorSpeaker[4];
float colorCamera[4];
float colorEmpty[4];
float colorVertex[4];
float colorVertexSelect[4];
float colorVertexUnreferenced[4];
float colorVertexMissingData[4];
float colorEditMeshActive[4];
float colorEdgeSelect[4];
float colorEdgeSeam[4];
float colorEdgeSharp[4];
float colorEdgeCrease[4];
float colorEdgeBWeight[4];
float colorEdgeFaceSelect[4];
float colorEdgeFreestyle[4];
float colorFace[4];
float colorFaceSelect[4];
float colorFaceFreestyle[4];
float colorNormal[4];
float colorVNormal[4];
float colorLNormal[4];
float colorFaceDot[4];
float colorDeselect[4];
float colorOutline[4];
float colorLampNoAlpha[4];
float colorBackground[4];
float colorEditMeshMiddle[4];
float colorHandleFree[4];
float colorHandleAuto[4];
float colorHandleVect[4];
float colorHandleAlign[4];
float colorHandleAutoclamp[4];
float colorHandleSelFree[4];
float colorHandleSelAuto[4];
float colorHandleSelVect[4];
float colorHandleSelAlign[4];
float colorHandleSelAutoclamp[4];
float colorNurbUline[4];
float colorNurbVline[4];
float colorNurbSelUline[4];
float colorNurbSelVline[4];
float colorActiveSpline[4];
float colorBonePose[4];
float colorCurrentFrame[4];
float colorGrid[4];
float colorGridEmphasise[4];
float colorGridAxisX[4];
float colorGridAxisY[4];
float colorGridAxisZ[4];
/* NOTE! Put all color before UBO_LAST_COLOR */
/* Pack individual float at the end of the buffer to avoid alignment errors */
float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
float gridDistance, gridResolution, gridSubdivisions, gridScale;
float pad_globalsBlock;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
void DRW_globals_update(void);
void DRW_globals_free(void);
void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom);
struct GPUShader *mpath_line_shader_get(void);
struct GPUShader *mpath_points_shader_get(void);
struct GPUShader *volume_velocity_shader_get(bool use_needle);
int DRW_object_wire_theme_get(
struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
bool DRW_object_is_flat(Object *ob, int *axis);
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
/* draw_armature.c */
typedef struct DRWArmaturePasses {
struct DRWPass *bone_solid;
struct DRWPass *bone_outline;
struct DRWPass *bone_wire;
struct DRWPass *bone_envelope;
struct DRWPass *bone_axes;
struct DRWPass *relationship_lines;
} DRWArmaturePasses;
void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes);
void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
/* draw_hair.c */
/* This creates a shading group with display hairs.
* The draw call is already added by this function, just add additional uniforms. */
struct DRWShadingGroup *DRW_shgroup_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass,
struct GPUShader *shader);
struct DRWShadingGroup *DRW_shgroup_material_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass,
struct GPUMaterial *material);
void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
/* pose_mode.c */
bool DRW_pose_mode_armature(
struct Object *ob, struct Object *active_ob);
/* draw_common.c */
struct DRW_Global {
/** If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
GlobalsUboStorage block;
/** Define "globalsBlock" uniform for 'block'. */
struct GPUUniformBuffer *block_ubo;
struct GPUTexture *ramp;
struct GPUTexture *weight_ramp;
};
extern struct DRW_Global G_draw;
#endif /* __DRAW_COMMON_H__ */
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