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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
#pragma once
/** \file
* \ingroup draw
*
* A unique identifier for each object component.
* It is used to access each component data such as matrices and object attributes.
* It is valid only for the current draw, it is not persistent.
*
* The most significant bit is used to encode if the object needs to invert the front face winding
* because of its object matrix handedness. This is handy because this means sorting inside
* #DrawGroup command will put all inverted commands last.
*
* Default value of 0 points toward an non-cull-able object with unit bounding box centered at
* the origin.
*/
#include "draw_shader_shared.h"
struct Object;
struct DupliObject;
namespace blender::draw {
struct ResourceHandle {
uint raw;
ResourceHandle() = default;
ResourceHandle(uint raw_) : raw(raw_){};
ResourceHandle(uint index, bool inverted_handedness)
{
raw = index;
SET_FLAG_FROM_TEST(raw, inverted_handedness, 0x80000000u);
}
bool has_inverted_handedness() const
{
return (raw & 0x80000000u) != 0;
}
uint resource_index() const
{
return (raw & 0x7FFFFFFFu);
}
};
/* TODO(fclem): Move to somewhere more appropriated after cleaning up the header dependencies. */
struct ObjectRef {
Object *object;
/** Dupli object that corresponds to the current object. */
DupliObject *dupli_object;
/** Object that created the dupli-list the current object is part of. */
Object *dupli_parent;
};
}; // namespace blender::draw
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