Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
69 lines
2.5 KiB
C++
69 lines
2.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 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 "draw_common.h"
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#include "draw_manager.hh"
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#include "draw_pass.hh"
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namespace blender::draw {
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GPUBatch *hair_sub_pass_setup(PassMain::Sub &sub_ps,
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const Scene *scene,
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Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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GPUMaterial *gpu_material = nullptr);
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GPUBatch *hair_sub_pass_setup(PassSimple::Sub &sub_ps,
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const Scene *scene,
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Object *object,
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ParticleSystem *psys,
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ModifierData *md,
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GPUMaterial *gpu_material = nullptr);
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GPUBatch *curves_sub_pass_setup(PassMain::Sub &ps,
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const Scene *scene,
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Object *ob,
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GPUMaterial *gpu_material = nullptr);
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GPUBatch *curves_sub_pass_setup(PassSimple::Sub &ps,
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const Scene *scene,
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Object *ob,
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GPUMaterial *gpu_material = nullptr);
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GPUBatch *point_cloud_sub_pass_setup(PassMain::Sub &sub_ps,
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Object *object,
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GPUMaterial *gpu_material = nullptr);
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GPUBatch *point_cloud_sub_pass_setup(PassSimple::Sub &sub_ps,
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Object *object,
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GPUMaterial *gpu_material = nullptr);
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/**
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* Add attribute bindings of volume grids to an existing pass.
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* No draw call is added so the caller can decide how to use the data.
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* \return nullptr if there is nothing to draw.
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*/
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PassMain::Sub *volume_sub_pass(PassMain::Sub &ps,
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Scene *scene,
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Object *ob,
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GPUMaterial *gpu_material);
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/**
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* Add attribute bindings of volume grids to an existing pass.
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* No draw call is added so the caller can decide how to use the data.
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* \return nullptr if there is nothing to draw.
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*/
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PassSimple::Sub *volume_sub_pass(PassSimple::Sub &ps,
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Scene *scene,
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Object *ob,
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GPUMaterial *gpu_material);
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} // namespace blender::draw
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