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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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup DNA
*/
#ifndef __DNA_VIEW3D_TYPES_H__
#define __DNA_VIEW3D_TYPES_H__
struct BoundBox;
struct Object;
struct RenderEngine;
struct SmoothView3DStore;
struct SpaceLink;
struct ViewDepths;
struct bGPdata;
struct wmTimer;
#include "DNA_defs.h"
#include "DNA_listBase.h"
#include "DNA_image_types.h"
#include "DNA_object_types.h"
#include "DNA_movieclip_types.h"
typedef struct RegionView3D {
/** GL_PROJECTION matrix. */
float winmat[4][4];
/** GL_MODELVIEW matrix. */
float viewmat[4][4];
/** Inverse of viewmat. */
float viewinv[4][4];
/** Viewmat*winmat. */
float persmat[4][4];
/** Inverse of persmat. */
float persinv[4][4];
/** Offset/scale for camera glsl texcoords. */
float viewcamtexcofac[4];
/** viewmat/persmat multiplied with object matrix, while drawing and selection. */
float viewmatob[4][4];
float persmatob[4][4];
/** User defined clipping planes. */
float clip[6][4];
/** Clip in object space,
* means we can test for clipping in editmode without first going into worldspace. */
float clip_local[6][4];
struct BoundBox *clipbb;
/** Allocated backup of its self while in localview. */
struct RegionView3D *localvd;
struct RenderEngine *render_engine;
struct ViewDepths *depths;
/** Animated smooth view. */
struct SmoothView3DStore *sms;
struct wmTimer *smooth_timer;
/** Transform gizmo matrix. */
float twmat[4][4];
/** min/max dot product on twmat xyz axis. */
float tw_axis_min[3], tw_axis_max[3];
float tw_axis_matrix[3][3];
float gridview DNA_DEPRECATED;
/** View rotation, must be kept normalized. */
float viewquat[4];
/** Distance from 'ofs' along -viewinv[2] vector, where result is negative as is 'ofs'. */
float dist;
/** Camera view offsets, 1.0 = viewplane moves entire width/height. */
float camdx, camdy;
/** Runtime only. */
float pixsize;
/**
* View center & orbit pivot, negative of worldspace location,
* also matches -viewinv[3][0:3] in ortho mode.
*/
float ofs[3];
/** Viewport zoom on the camera frame, see BKE_screen_view3d_zoom_to_fac. */
float camzoom;
/**
* Check if persp/ortho view, since 'persp' cant be used for this since
* it can have cameras assigned as well. (only set in #view3d_winmatrix_set)
*/
char is_persp;
char persp;
char view;
char viewlock;
/** Options for quadview (store while out of quad view). */
char viewlock_quad;
char _pad[3];
/** Normalized offset for locked view: (-1, -1) bottom left, (1, 1) upper right. */
float ofs_lock[2];
/** XXX can easily get rid of this (Julian). */
short twdrawflag;
short rflag;
/** Last view (use when switching out of camera view). */
float lviewquat[4];
/** Lpersp can never be set to 'RV3D_CAMOB'. */
short lpersp, lview;
/** Active rotation from NDOF or elsewhere. */
float rot_angle;
float rot_axis[3];
} RegionView3D;
typedef struct View3DCursor {
float location[3];
float rotation_quaternion[4];
float rotation_euler[3];
float rotation_axis[3], rotation_angle;
short rotation_mode;
char _pad[6];
} View3DCursor;
/** 3D Viewport Shading settings. */
typedef struct View3DShading {
/** Shading type (OB_SOLID, ..). */
char type;
/** Runtime, for toggle between rendered viewport. */
char prev_type;
char prev_type_wire;
char color_type;
short flag;
char light;
char background_type;
char cavity_type;
char wire_color_type;
char _pad[2];
/** FILE_MAXFILE. */
char studio_light[256];
/** FILE_MAXFILE. */
char lookdev_light[256];
/** FILE_MAXFILE. */
char matcap[256];
float shadow_intensity;
float single_color[3];
float studiolight_rot_z;
float studiolight_background;
float studiolight_intensity;
float object_outline_color[3];
float xray_alpha;
float xray_alpha_wire;
float cavity_valley_factor;
float cavity_ridge_factor;
float background_color[3];
float curvature_ridge_factor;
float curvature_valley_factor;
/* Render pass displayed in the viewport. Is an `eScenePassType` where one bit is set */
int render_pass;
char _pad2[4];
struct IDProperty *prop;
} View3DShading;
/** 3D Viewport Overlay settings. */
typedef struct View3DOverlay {
int flag;
/** Edit mode settings. */
int edit_flag;
float normals_length;
float backwire_opacity;
/** Paint mode settings. */
int paint_flag;
/** Weight paint mode settings. */
int wpaint_flag;
/** Alpha for texture, weight, vertex paint overlay. */
float texture_paint_mode_opacity;
float vertex_paint_mode_opacity;
float weight_paint_mode_opacity;
float sculpt_mode_mask_opacity;
/** Armature edit/pose mode settings. */
int _pad3;
float xray_alpha_bone;
/** Other settings. */
float wireframe_threshold;
/** Grease pencil settings. */
float gpencil_paper_opacity;
float gpencil_grid_opacity;
float gpencil_fade_layer;
/** Factor for mixing vertex paint with original color */
float gpencil_vertex_paint_opacity;
char _pad4[4];
} View3DOverlay;
typedef struct View3D_Runtime {
/** Nkey panel stores stuff here. */
void *properties_storage;
} View3D_Runtime;
/** 3D ViewPort Struct. */
typedef struct View3D {
struct SpaceLink *next, *prev;
/** Storage of regions for inactive spaces. */
ListBase regionbase;
char spacetype;
char link_flag;
char _pad0[6];
/* End 'SpaceLink' header. */
float viewquat[4] DNA_DEPRECATED;
float dist DNA_DEPRECATED;
/** Size of bundles in reconstructed data. */
float bundle_size;
/** Display style for bundle. */
char bundle_drawtype;
char drawtype DNA_DEPRECATED;
char _pad3[1];
/** Multiview current eye - for internal use. */
char multiview_eye;
int object_type_exclude_viewport;
int object_type_exclude_select;
short persp DNA_DEPRECATED;
short view DNA_DEPRECATED;
struct Object *camera, *ob_centre;
rctf render_border;
/** Allocated backup of its self while in localview. */
struct View3D *localvd;
/** Optional string for armature bone to define center, MAXBONENAME. */
char ob_centre_bone[64];
unsigned short local_view_uuid;
char _pad6[2];
int layact DNA_DEPRECATED;
unsigned short local_collections_uuid;
short _pad7[3];
/** Optional bool for 3d cursor to define center. */
short ob_centre_cursor;
short scenelock;
short gp_flag;
short flag;
int flag2;
float lens, grid;
float clip_start, clip_end;
float ofs[3] DNA_DEPRECATED;
char _pad[1];
/** Transform gizmo info. */
/** #V3D_GIZMO_SHOW_* */
char gizmo_flag;
char gizmo_show_object;
char gizmo_show_armature;
char gizmo_show_empty;
char gizmo_show_light;
char gizmo_show_camera;
char gridflag;
short gridlines;
/** Number of subdivisions in the grid between each highlighted grid line. */
short gridsubdiv;
/** Actually only used to define the opacity of the grease pencil vertex in edit mode. */
float vertex_opacity;
/* XXX deprecated? */
/** Grease-Pencil Data (annotation layers). */
struct bGPdata *gpd DNA_DEPRECATED;
/** Stereoscopy settings. */
short stereo3d_flag;
char stereo3d_camera;
char _pad4;
float stereo3d_convergence_factor;
float stereo3d_volume_alpha;
float stereo3d_convergence_alpha;
/** Display settings. */
View3DShading shading;
View3DOverlay overlay;
/** Runtime evaluation data (keep last). */
View3D_Runtime runtime;
} View3D;
/** #View3D.stereo3d_flag */
#define V3D_S3D_DISPCAMERAS (1 << 0)
#define V3D_S3D_DISPPLANE (1 << 1)
#define V3D_S3D_DISPVOLUME (1 << 2)
/** #View3D.flag */
#define V3D_LOCAL_COLLECTIONS (1 << 0)
#define V3D_FLAG_UNUSED_1 (1 << 1) /* cleared */
#define V3D_HIDE_HELPLINES (1 << 2)
#define V3D_INVALID_BACKBUF (1 << 3)
#define V3D_FLAG_UNUSED_10 (1 << 10) /* cleared */
#define V3D_SELECT_OUTLINE (1 << 11)
#define V3D_FLAG_UNUSED_12 (1 << 12) /* cleared */
#define V3D_GLOBAL_STATS (1 << 13)
#define V3D_DRAW_CENTERS (1 << 15)
/** #RegionView3D.persp */
#define RV3D_ORTHO 0
#define RV3D_PERSP 1
#define RV3D_CAMOB 2
/** #RegionView3D.rflag */
#define RV3D_CLIPPING (1 << 2)
#define RV3D_NAVIGATING (1 << 3)
#define RV3D_GPULIGHT_UPDATE (1 << 4)
#define RV3D_PAINTING (1 << 5)
/*#define RV3D_IS_GAME_ENGINE (1 << 5) */ /* UNUSED */
/**
* Disable zbuffer offset, skip calls to #ED_view3d_polygon_offset.
* Use when precise surface depth is needed and picking bias isn't, see T45434).
*/
#define RV3D_ZOFFSET_DISABLED 64
/** #RegionView3D.viewlock */
#define RV3D_LOCKED (1 << 0)
#define RV3D_BOXVIEW (1 << 1)
#define RV3D_BOXCLIP (1 << 2)
/** #RegionView3D.viewlock_quad */
#define RV3D_VIEWLOCK_INIT (1 << 7)
/** #RegionView3D.view */
#define RV3D_VIEW_USER 0
#define RV3D_VIEW_FRONT 1
#define RV3D_VIEW_BACK 2
#define RV3D_VIEW_LEFT 3
#define RV3D_VIEW_RIGHT 4
#define RV3D_VIEW_TOP 5
#define RV3D_VIEW_BOTTOM 6
#define RV3D_VIEW_CAMERA 8
#define RV3D_VIEW_IS_AXIS(view) (((view) >= RV3D_VIEW_FRONT) && ((view) <= RV3D_VIEW_BOTTOM))
#define RV3D_CLIPPING_ENABLED(v3d, rv3d) \
(rv3d && v3d && (rv3d->rflag & RV3D_CLIPPING) && ELEM(v3d->shading.type, OB_WIRE, OB_SOLID) && \
rv3d->clipbb)
/** #View3D.flag2 (int) */
#define V3D_HIDE_OVERLAYS (1 << 2)
#define V3D_FLAG2_UNUSED_3 (1 << 3) /* cleared */
#define V3D_SHOW_ANNOTATION (1 << 4)
#define V3D_LOCK_CAMERA (1 << 5)
#define V3D_FLAG2_UNUSED_6 (1 << 6) /* cleared */
#define V3D_SHOW_RECONSTRUCTION (1 << 7)
#define V3D_SHOW_CAMERAPATH (1 << 8)
#define V3D_SHOW_BUNDLENAME (1 << 9)
#define V3D_FLAG2_UNUSED_10 (1 << 10) /* cleared */
#define V3D_RENDER_BORDER (1 << 11)
#define V3D_FLAG2_UNUSED_12 (1 << 12) /* cleared */
#define V3D_FLAG2_UNUSED_13 (1 << 13) /* cleared */
#define V3D_FLAG2_UNUSED_14 (1 << 14) /* cleared */
#define V3D_FLAG2_UNUSED_15 (1 << 15) /* cleared */
/** #View3D.gp_flag (short) */
#define V3D_GP_FADE_OBJECTS (1 << 0) /* Fade all non GP objects */
#define V3D_GP_SHOW_GRID (1 << 1) /* Activate paper grid */
#define V3D_GP_SHOW_EDIT_LINES (1 << 2)
#define V3D_GP_SHOW_MULTIEDIT_LINES (1 << 3)
#define V3D_GP_SHOW_ONION_SKIN (1 << 4) /* main switch at view level */
#define V3D_GP_FADE_NOACTIVE_LAYERS (1 << 5) /* fade layers not active */
#define V3D_GP_FADE_NOACTIVE_GPENCIL (1 << 6) /* Fade other GPencil objects */
#define V3D_GP_SHOW_STROKE_DIRECTION (1 << 7) /* Show Strokes Directions */
#define V3D_GP_SHOW_MATERIAL_NAME (1 << 8) /* Show Material names */
/** #View3DShading.light */
enum {
V3D_LIGHTING_FLAT = 0,
V3D_LIGHTING_STUDIO = 1,
V3D_LIGHTING_MATCAP = 2,
};
/** #View3DShading.flag */
enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHTS = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
V3D_SHADING_CAVITY = (1 << 5),
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
V3D_SHADING_SCENE_WORLD = (1 << 7),
V3D_SHADING_XRAY_WIREFRAME = (1 << 8),
V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
V3D_SHADING_BACKFACE_CULLING = (1 << 10),
V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
V3D_SHADING_SCENE_LIGHTS_RENDER = (1 << 12),
V3D_SHADING_SCENE_WORLD_RENDER = (1 << 13),
};
/** #View3DShading.color_type */
enum {
V3D_SHADING_MATERIAL_COLOR = 0,
V3D_SHADING_RANDOM_COLOR = 1,
V3D_SHADING_SINGLE_COLOR = 2,
V3D_SHADING_TEXTURE_COLOR = 3,
V3D_SHADING_OBJECT_COLOR = 4,
V3D_SHADING_VERTEX_COLOR = 5,
/* Is used to display the object using the error color. For example when in
* solid texture paint mode without any textures configured */
V3D_SHADING_ERROR_COLOR = 999,
};
/** #View3DShading.background_type */
enum {
V3D_SHADING_BACKGROUND_THEME = 0,
V3D_SHADING_BACKGROUND_WORLD = 1,
V3D_SHADING_BACKGROUND_VIEWPORT = 2,
};
/** #View3DShading.cavity_type */
enum {
V3D_SHADING_CAVITY_SSAO = 0,
V3D_SHADING_CAVITY_CURVATURE = 1,
V3D_SHADING_CAVITY_BOTH = 2,
};
/** #View3DOverlay.flag */
enum {
V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),
V3D_OVERLAY_HIDE_CURSOR = (1 << 1),
V3D_OVERLAY_BONE_SELECT = (1 << 2),
V3D_OVERLAY_LOOK_DEV = (1 << 3),
V3D_OVERLAY_WIREFRAMES = (1 << 4),
V3D_OVERLAY_HIDE_TEXT = (1 << 5),
V3D_OVERLAY_HIDE_MOTION_PATHS = (1 << 6),
V3D_OVERLAY_ONION_SKINS = (1 << 7),
V3D_OVERLAY_HIDE_BONES = (1 << 8),
V3D_OVERLAY_HIDE_OBJECT_XTRAS = (1 << 9),
V3D_OVERLAY_HIDE_OBJECT_ORIGINS = (1 << 10),
};
/** #View3DOverlay.edit_flag */
enum {
V3D_OVERLAY_EDIT_VERT_NORMALS = (1 << 0),
V3D_OVERLAY_EDIT_LOOP_NORMALS = (1 << 1),
V3D_OVERLAY_EDIT_FACE_NORMALS = (1 << 2),
V3D_OVERLAY_EDIT_OCCLUDE_WIRE = (1 << 3),
V3D_OVERLAY_EDIT_WEIGHT = (1 << 4),
V3D_OVERLAY_EDIT_EDGES = (1 << 5),
V3D_OVERLAY_EDIT_FACES = (1 << 6),
V3D_OVERLAY_EDIT_FACE_DOT = (1 << 7),
V3D_OVERLAY_EDIT_SEAMS = (1 << 8),
V3D_OVERLAY_EDIT_SHARP = (1 << 9),
V3D_OVERLAY_EDIT_CREASES = (1 << 10),
V3D_OVERLAY_EDIT_BWEIGHTS = (1 << 11),
V3D_OVERLAY_EDIT_FREESTYLE_EDGE = (1 << 12),
V3D_OVERLAY_EDIT_FREESTYLE_FACE = (1 << 13),
V3D_OVERLAY_EDIT_STATVIS = (1 << 14),
V3D_OVERLAY_EDIT_EDGE_LEN = (1 << 15),
V3D_OVERLAY_EDIT_EDGE_ANG = (1 << 16),
V3D_OVERLAY_EDIT_FACE_ANG = (1 << 17),
V3D_OVERLAY_EDIT_FACE_AREA = (1 << 18),
V3D_OVERLAY_EDIT_INDICES = (1 << 19),
V3D_OVERLAY_EDIT_CU_HANDLES = (1 << 20),
V3D_OVERLAY_EDIT_CU_NORMALS = (1 << 21),
};
/** #View3DOverlay.paint_flag */
enum {
V3D_OVERLAY_PAINT_WIRE = (1 << 0),
};
/** #View3DOverlay.wpaint_flag */
enum {
V3D_OVERLAY_WPAINT_CONTOURS = (1 << 0),
};
/** #View3D.around */
enum {
/* center of the bounding box */
V3D_AROUND_CENTER_BOUNDS = 0,
/* center from the sum of all points divided by the total */
V3D_AROUND_CENTER_MEDIAN = 3,
/* pivot around the 2D/3D cursor */
V3D_AROUND_CURSOR = 1,
/* pivot around each items own origin */
V3D_AROUND_LOCAL_ORIGINS = 2,
/* pivot around the active items origin */
V3D_AROUND_ACTIVE = 4,
};
/** #View3d.gridflag */
#define V3D_SHOW_FLOOR (1 << 0)
#define V3D_SHOW_X (1 << 1)
#define V3D_SHOW_Y (1 << 2)
#define V3D_SHOW_Z (1 << 3)
#define V3D_SHOW_ORTHO_GRID (1 << 4)
/** #TransformOrientationSlot.type */
enum {
V3D_ORIENT_GLOBAL = 0,
V3D_ORIENT_LOCAL = 1,
V3D_ORIENT_NORMAL = 2,
V3D_ORIENT_VIEW = 3,
V3D_ORIENT_GIMBAL = 4,
V3D_ORIENT_CURSOR = 5,
V3D_ORIENT_CUSTOM = 1024,
/** Runtime only, never saved to DNA. */
V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
};
/** #View3d.gizmo_flag */
enum {
/** All gizmos. */
V3D_GIZMO_HIDE = (1 << 0),
V3D_GIZMO_HIDE_NAVIGATE = (1 << 1),
V3D_GIZMO_HIDE_CONTEXT = (1 << 2),
V3D_GIZMO_HIDE_TOOL = (1 << 3),
};
/** #View3d.gizmo_show_object */
enum {
V3D_GIZMO_SHOW_OBJECT_TRANSLATE = (1 << 0),
V3D_GIZMO_SHOW_OBJECT_ROTATE = (1 << 1),
V3D_GIZMO_SHOW_OBJECT_SCALE = (1 << 2),
};
/** #View3d.gizmo_show_armature */
enum {
/** Currently unused (WIP gizmo). */
V3D_GIZMO_SHOW_ARMATURE_BBONE = (1 << 0),
/** Not yet implemented. */
V3D_GIZMO_SHOW_ARMATURE_ROLL = (1 << 1),
};
/** #View3d.gizmo_show_empty */
enum {
V3D_GIZMO_SHOW_EMPTY_IMAGE = (1 << 0),
V3D_GIZMO_SHOW_EMPTY_FORCE_FIELD = (1 << 1),
};
/** #View3d.gizmo_show_light */
enum {
/** Use for both spot & area size. */
V3D_GIZMO_SHOW_LIGHT_SIZE = (1 << 0),
V3D_GIZMO_SHOW_LIGHT_LOOK_AT = (1 << 1),
};
/** #View3d.gizmo_show_camera */
enum {
/** Also used for ortho size. */
V3D_GIZMO_SHOW_CAMERA_LENS = (1 << 0),
V3D_GIZMO_SHOW_CAMERA_DOF_DIST = (1 << 2),
};
/** Settings for offscreen rendering */
enum {
V3D_OFSDRAW_NONE = (0),
V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),
V3D_OFSDRAW_OVERRIDE_SCENE_SETTINGS = (1 << 1),
};
#define RV3D_CAMZOOM_MIN -30
#define RV3D_CAMZOOM_MAX 600
/** #BKE_screen_view3d_zoom_to_fac() values above */
#define RV3D_CAMZOOM_MIN_FACTOR 0.1657359312880714853f
#define RV3D_CAMZOOM_MAX_FACTOR 44.9852813742385702928f
#endif
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