This simplify a lot of code and remove the usage of the `DRW_viewport_invert_size_get` function.
282 lines
8.0 KiB
C++
282 lines
8.0 KiB
C++
/* SPDX-FileCopyrightText: 2016 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw
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*/
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/* This is the Render Functions used by Realtime engines to draw with OpenGL */
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "DNA_object_enums.h"
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#include "GPU_material.hh"
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namespace blender::gpu {
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class Batch;
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}
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struct ARegion;
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struct bContext;
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struct Depsgraph;
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struct DefaultFramebufferList;
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struct DefaultTextureList;
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struct DupliObject;
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struct GPUMaterial;
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struct GPUShader;
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struct GPUTexture;
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struct GPUUniformBuf;
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struct Object;
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struct ParticleSystem;
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struct rcti;
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struct RegionView3D;
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderResult;
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struct SpaceLink;
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struct TaskGraph;
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struct View3D;
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struct ViewLayer;
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struct World;
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namespace blender::draw {
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class TextureFromPool;
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} // namespace blender::draw
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typedef struct DRWPass DRWPass;
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typedef struct DRWShadingGroup DRWShadingGroup;
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typedef struct DRWUniform DRWUniform;
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/* TODO: Put it somewhere else? */
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struct BoundSphere {
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float center[3], radius;
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};
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struct DrawEngineType {
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DrawEngineType *next, *prev;
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char idname[32];
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void (*engine_init)(void *vedata);
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void (*engine_free)();
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void (*instance_free)(void *instance_data);
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void (*cache_init)(void *vedata);
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void (*cache_populate)(void *vedata, Object *ob);
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void (*cache_finish)(void *vedata);
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void (*draw_scene)(void *vedata);
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void (*view_update)(void *vedata);
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void (*id_update)(void *vedata, ID *id);
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void (*render_to_image)(void *vedata,
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RenderEngine *engine,
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RenderLayer *layer,
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const rcti *rect);
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void (*store_metadata)(void *vedata, RenderResult *render_result);
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};
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/* Shaders */
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void DRW_shader_init();
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void DRW_shader_exit();
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GPUMaterial *DRW_shader_from_world(World *wo,
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bNodeTree *ntree,
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eGPUMaterialEngine engine,
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const uint64_t shader_id,
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const bool is_volume_shader,
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bool deferred,
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GPUCodegenCallbackFn callback,
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void *thunk);
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GPUMaterial *DRW_shader_from_material(
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Material *ma,
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bNodeTree *ntree,
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eGPUMaterialEngine engine,
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const uint64_t shader_id,
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const bool is_volume_shader,
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bool deferred,
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GPUCodegenCallbackFn callback,
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void *thunk,
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GPUMaterialPassReplacementCallbackFn pass_replacement_cb = nullptr);
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void DRW_shader_queue_optimize_material(GPUMaterial *mat);
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/* Viewport. */
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blender::float2 DRW_viewport_size_get();
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DefaultFramebufferList *DRW_viewport_framebuffer_list_get();
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DefaultTextureList *DRW_viewport_texture_list_get();
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/* See DRW_viewport_pass_texture_get. */
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blender::draw::TextureFromPool &DRW_viewport_pass_texture_get(const char *pass_name);
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void DRW_viewport_request_redraw();
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void DRW_render_to_image(RenderEngine *engine, Depsgraph *depsgraph);
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void DRW_render_object_iter(
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void *vedata,
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RenderEngine *engine,
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Depsgraph *depsgraph,
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void (*callback)(void *vedata, Object *ob, RenderEngine *engine, Depsgraph *depsgraph));
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/**
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* \warning Changing frame might free the #ViewLayerEngineData.
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*/
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void DRW_render_set_time(RenderEngine *engine, Depsgraph *depsgraph, int frame, float subframe);
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/**
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* Assume a valid GL context is bound (and that the gl_context_mutex has been acquired).
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* This function only setup DST and execute the given function.
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* \warning similar to DRW_render_to_image you cannot use default lists (`dfbl` & `dtxl`).
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*/
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void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
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Depsgraph *depsgraph,
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void (*callback)(void *vedata, void *user_data),
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void *user_data);
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/**
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* Same as `DRW_custom_pipeline` but allow better code-flow than a callback.
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*/
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void DRW_custom_pipeline_begin(DrawEngineType *draw_engine_type, Depsgraph *depsgraph);
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void DRW_custom_pipeline_end();
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/**
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* Used when the render engine want to redo another cache populate inside the same render frame.
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*/
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void DRW_cache_restart();
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/* ViewLayers */
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void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
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void **DRW_view_layer_engine_data_ensure_ex(ViewLayer *view_layer,
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DrawEngineType *engine_type,
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void (*callback)(void *storage));
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void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
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void (*callback)(void *storage));
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/* DrawData */
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DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type);
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DrawData *DRW_drawdata_ensure(ID *id,
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DrawEngineType *engine_type,
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size_t size,
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DrawDataInitCb init_cb,
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DrawDataFreeCb free_cb);
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/* Settings. */
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bool DRW_object_is_renderable(const Object *ob);
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/**
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* Does `ob` needs to be rendered in edit mode.
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*
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* When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
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* it is in edit mode, when another object with the same mesh is in edit mode.
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* This will not be the case when one of the objects are influenced by modifiers.
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*/
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bool DRW_object_is_in_edit_mode(const Object *ob);
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/**
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* Return whether this object is visible depending if
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* we are rendering or drawing in the viewport.
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*/
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int DRW_object_visibility_in_active_context(const Object *ob);
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bool DRW_object_use_hide_faces(const Object *ob);
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bool DRW_object_is_visible_psys_in_active_context(const Object *object,
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const ParticleSystem *psys);
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Object *DRW_object_get_dupli_parent(const Object *ob);
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DupliObject *DRW_object_get_dupli(const Object *ob);
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void DRW_draw_callbacks_pre_scene();
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void DRW_draw_callbacks_post_scene();
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/* Draw State. */
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/**
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* When false, drawing doesn't output to a pixel buffer
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* eg: Occlusion queries, or when we have setup a context to draw in already.
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*/
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bool DRW_state_is_fbo();
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/**
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* For when engines need to know if this is drawing for selection or not.
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*/
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bool DRW_state_is_select();
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bool DRW_state_is_material_select();
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bool DRW_state_is_depth();
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/**
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* Whether we are rendering for an image
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*/
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bool DRW_state_is_image_render();
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/**
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* Whether we are rendering only the render engine,
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* or if we should also render the mode engines.
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*/
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bool DRW_state_is_scene_render();
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/**
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* Whether we are rendering simple opengl render
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*/
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bool DRW_state_is_viewport_image_render();
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bool DRW_state_is_playback();
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/**
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* Is the user navigating or painting the region.
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*/
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bool DRW_state_is_navigating();
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/**
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* Is the user painting?
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*/
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bool DRW_state_is_painting();
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/**
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* Should text draw in this mode?
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*/
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bool DRW_state_show_text();
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/**
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* Should draw support elements
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* Objects center, selection outline, probe data, ...
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*/
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bool DRW_state_draw_support();
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/**
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* Whether we should render the background
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*/
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bool DRW_state_draw_background();
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/* Avoid too many lookups while drawing */
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struct DRWContextState {
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ARegion *region; /* 'CTX_wm_region(C)' */
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RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
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View3D *v3d; /* 'CTX_wm_view3d(C)' */
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SpaceLink *space_data; /* 'CTX_wm_space_data(C)' */
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Scene *scene; /* 'CTX_data_scene(C)' */
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ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */
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/* Use 'object_edit' for edit-mode */
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Object *obact;
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RenderEngineType *engine_type;
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Depsgraph *depsgraph;
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TaskGraph *task_graph;
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eObjectMode object_mode;
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eGPUShaderConfig sh_cfg;
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/** Last resort (some functions take this as an arg so we can't easily avoid).
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* May be nullptr when used for selection or depth buffer. */
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const bContext *evil_C;
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/* ---- */
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/* Cache: initialized by 'drw_context_state_init'. */
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Object *object_pose;
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Object *object_edit;
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};
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const DRWContextState *DRW_context_state_get();
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bool DRW_is_viewport_compositor_enabled();
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