Implementation of the proposal in: #121535 When drawing with "project to surface" turned on, it is now possible to restrict the projection to only the selected objects. This is really useful for drawing onto surfaces that has a lot of detail meshes that you don't want to project onto.
229 lines
7.1 KiB
C++
229 lines
7.1 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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#pragma once
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#include "BLI_sys_types.h" /* for bool */
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#include "DNA_object_enums.h"
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struct ARegion;
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struct DRWData;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawDataList;
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struct DrawEngineType;
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struct GHash;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUVertFormat;
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struct CustomDataLayer;
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struct CustomData;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct RegionView3D;
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struct Render;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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void DRW_engines_register();
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void DRW_engines_free();
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bool DRW_engine_render_support(DrawEngineType *draw_engine_type);
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void DRW_engine_register(DrawEngineType *draw_engine_type);
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void DRW_engine_external_free(RegionView3D *rv3d);
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struct DRWUpdateContext {
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Main *bmain;
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Depsgraph *depsgraph;
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Scene *scene;
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ViewLayer *view_layer;
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ARegion *region;
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View3D *v3d;
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RenderEngineType *engine_type;
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};
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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enum eDRWSelectStage {
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DRW_SELECT_PASS_PRE = 1,
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DRW_SELECT_PASS_POST,
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};
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using DRW_SelectPassFn = bool (*)(eDRWSelectStage stage, void *user_data);
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using DRW_ObjectFilterFn = bool (*)(Object *ob, void *user_data);
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/**
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* Everything starts here.
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* This function takes care of calling all cache and rendering functions
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* for each relevant engine / mode engine.
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*/
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void DRW_draw_view(const bContext *C);
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/**
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* Draw render engine info.
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*/
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void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
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/**
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* Used for both regular and off-screen drawing.
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* Need to reset DST before calling this function
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*/
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void DRW_draw_render_loop_ex(Depsgraph *depsgraph,
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RenderEngineType *engine_type,
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ARegion *region,
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View3D *v3d,
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GPUViewport *viewport,
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const bContext *evil_C);
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void DRW_draw_render_loop(Depsgraph *depsgraph,
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ARegion *region,
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View3D *v3d,
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GPUViewport *viewport);
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/**
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* \param viewport: can be NULL, in this case we create one.
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*/
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void DRW_draw_render_loop_offscreen(Depsgraph *depsgraph,
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RenderEngineType *engine_type,
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ARegion *region,
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View3D *v3d,
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bool is_image_render,
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bool draw_background,
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bool do_color_management,
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GPUOffScreen *ofs,
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GPUViewport *viewport);
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void DRW_draw_render_loop_2d_ex(Depsgraph *depsgraph,
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ARegion *region,
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GPUViewport *viewport,
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const bContext *evil_C);
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/**
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* Object mode select-loop.
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*/
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void DRW_draw_select_loop(Depsgraph *depsgraph,
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ARegion *region,
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View3D *v3d,
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bool use_obedit_skip,
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bool draw_surface,
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bool use_nearest,
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bool do_material_sub_selection,
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const rcti *rect,
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DRW_SelectPassFn select_pass_fn,
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void *select_pass_user_data,
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DRW_ObjectFilterFn object_filter_fn,
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void *object_filter_user_data);
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/**
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* Object mode select-loop.
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*/
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void DRW_draw_depth_loop(Depsgraph *depsgraph,
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ARegion *region,
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View3D *v3d,
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GPUViewport *viewport,
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const bool use_gpencil,
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const bool use_basic,
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const bool use_overlay,
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const bool use_only_selected);
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/**
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* Clears the Depth Buffer and draws only the specified object.
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*/
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void DRW_draw_depth_object(
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Scene *scene, ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object);
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void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d);
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/**
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* Query that drawing is in progress (use to prevent nested draw calls).
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*/
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bool DRW_draw_in_progress();
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/* Grease pencil render. */
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/**
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* Helper to check if exit object type to render.
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*/
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bool DRW_render_check_grease_pencil(Depsgraph *depsgraph);
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void DRW_render_gpencil(RenderEngine *engine, Depsgraph *depsgraph);
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/**
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* This is here because #GPUViewport needs it.
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*/
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DRWInstanceDataList *DRW_instance_data_list_create();
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void DRW_instance_data_list_free(DRWInstanceDataList *idatalist);
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void DRW_uniform_attrs_pool_free(GHash *table);
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void DRW_render_context_enable(Render *render);
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void DRW_render_context_disable(Render *render);
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void DRW_gpu_context_create();
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void DRW_gpu_context_destroy();
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void DRW_gpu_context_enable();
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void DRW_gpu_context_disable();
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#ifdef WITH_XR_OPENXR
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/* XXX: see comment on #DRW_system_gpu_context_get() */
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void *DRW_system_gpu_context_get();
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void *DRW_xr_blender_gpu_context_get();
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void DRW_xr_drawing_begin();
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void DRW_xr_drawing_end();
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#endif
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/* For garbage collection */
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void DRW_cache_free_old_batches(Main *bmain);
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namespace blender::draw {
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void DRW_cache_free_old_subdiv();
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/* For the OpenGL evaluators and garbage collected subdivision data. */
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void DRW_subdiv_free();
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} // namespace blender::draw
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/* Never use this. Only for closing blender. */
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void DRW_gpu_context_enable_ex(bool restore);
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void DRW_gpu_context_disable_ex(bool restore);
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/* Render pipeline GPU context control.
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* Enable system context first, then enable blender context,
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* then disable blender context, then disable system context. */
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void DRW_system_gpu_render_context_enable(void *re_system_gpu_context);
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void DRW_system_gpu_render_context_disable(void *re_system_gpu_context);
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void DRW_blender_gpu_render_context_enable(void *re_gpu_context);
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void DRW_blender_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(GPUMaterial *mat);
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void DRW_deferred_shader_optimize_remove(GPUMaterial *mat);
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/**
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* Get DrawData from the given ID-block. In order for this to work, we assume that
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* the DrawData pointer is stored in the in the same fashion as in #IdDdtTemplate.
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*/
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DrawDataList *DRW_drawdatalist_from_id(ID *id);
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void DRW_drawdata_free(ID *id);
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DRWData *DRW_viewport_data_create();
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void DRW_viewport_data_free(DRWData *drw_data);
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bool DRW_gpu_context_release();
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void DRW_gpu_context_activate(bool drw_state);
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/**
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* We may want to move this into a more general location.
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* \note This doesn't require the draw context to be in use.
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*/
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void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2]);
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void DRW_cdlayer_attr_aliases_add(GPUVertFormat *format,
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const char *base_name,
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int data_type,
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const char *layer_name,
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bool is_active_render,
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bool is_active_layer);
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