Files
test2/source/blender/draw/intern/draw_cache.hh
Lukas Tönne 5c57e24fea Cleanup: GPv3: Remove unused BKE functions from GPv2
Removes unused GPv2 functions in blenkernel.

Notes:
-  Functions for layer masks are still in use, but annotations never
  have layer masks in the first place. Would be good to remove the data
  structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
  should also be removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/128709
2024-10-09 10:27:45 +02:00

278 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_math_matrix_types.hh"
#include "BKE_volume_grid_fwd.hh"
struct GPUMaterial;
namespace blender::gpu {
class Batch;
class VertBuf;
} // namespace blender::gpu
struct ModifierData;
struct Object;
struct PTCacheEdit;
struct ParticleSystem;
struct Volume;
struct bGPDstroke;
struct bGPdata;
struct Scene;
/**
* Shape resolution level of detail.
*/
enum eDRWLevelOfDetail {
DRW_LOD_LOW = 0,
DRW_LOD_MEDIUM = 1,
DRW_LOD_HIGH = 2,
DRW_LOD_MAX, /* Max number of level of detail */
};
void DRW_shape_cache_free();
/* 3D cursor */
blender::gpu::Batch *DRW_cache_cursor_get(bool crosshair_lines);
/* Common Shapes */
blender::gpu::Batch *DRW_cache_groundline_get();
/* Grid */
blender::gpu::Batch *DRW_cache_grid_get();
/**
* Use this one for rendering full-screen passes. For 3D objects use #DRW_cache_quad_get().
*/
blender::gpu::Batch *DRW_cache_fullscreen_quad_get();
/* Just a regular quad with 4 vertices. */
blender::gpu::Batch *DRW_cache_quad_get();
/* Just a regular quad with 4 vertices - wires. */
blender::gpu::Batch *DRW_cache_quad_wires_get();
blender::gpu::Batch *DRW_cache_cube_get();
blender::gpu::Batch *DRW_cache_normal_arrow_get();
blender::gpu::Batch *DRW_cache_sphere_get(eDRWLevelOfDetail level_of_detail);
/* Dummy VBOs */
blender::gpu::Batch *DRW_gpencil_dummy_buffer_get();
/* Common Object */
blender::gpu::Batch *DRW_cache_object_all_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_object_edge_detection_get(Object *ob, bool *r_is_manifold);
blender::gpu::Batch *DRW_cache_object_surface_get(Object *ob);
blender::gpu::Batch *DRW_cache_object_loose_edges_get(Object *ob);
blender::gpu::Batch **DRW_cache_object_surface_material_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
blender::gpu::Batch *DRW_cache_object_face_wireframe_get(const Scene *scene, Object *ob);
int DRW_cache_object_material_count_get(const Object *ob);
/**
* Returns the vertbuf used by shaded surface batch.
*/
blender::gpu::VertBuf *DRW_cache_object_pos_vertbuf_get(Object *ob);
/* Empties */
blender::gpu::Batch *DRW_cache_plain_axes_get();
blender::gpu::Batch *DRW_cache_single_arrow_get();
blender::gpu::Batch *DRW_cache_empty_cube_get();
blender::gpu::Batch *DRW_cache_circle_get();
blender::gpu::Batch *DRW_cache_empty_sphere_get();
blender::gpu::Batch *DRW_cache_empty_cylinder_get();
blender::gpu::Batch *DRW_cache_empty_cone_get();
blender::gpu::Batch *DRW_cache_empty_capsule_cap_get();
blender::gpu::Batch *DRW_cache_empty_capsule_body_get();
/* Force Field */
blender::gpu::Batch *DRW_cache_field_wind_get();
blender::gpu::Batch *DRW_cache_field_force_get();
blender::gpu::Batch *DRW_cache_field_vortex_get();
/* Screen-aligned circle. */
blender::gpu::Batch *DRW_cache_field_curve_get();
blender::gpu::Batch *DRW_cache_field_tube_limit_get();
blender::gpu::Batch *DRW_cache_field_cone_limit_get();
/* Screen-aligned dashed circle */
blender::gpu::Batch *DRW_cache_field_sphere_limit_get();
/* Lights */
blender::gpu::Batch *DRW_cache_light_icon_inner_lines_get();
blender::gpu::Batch *DRW_cache_light_icon_outer_lines_get();
blender::gpu::Batch *DRW_cache_light_icon_sun_rays_get();
blender::gpu::Batch *DRW_cache_light_point_lines_get();
blender::gpu::Batch *DRW_cache_light_sun_lines_get();
blender::gpu::Batch *DRW_cache_light_spot_lines_get();
blender::gpu::Batch *DRW_cache_light_area_disk_lines_get();
blender::gpu::Batch *DRW_cache_light_area_square_lines_get();
blender::gpu::Batch *DRW_cache_light_spot_volume_get();
/* Camera */
blender::gpu::Batch *DRW_cache_camera_frame_get();
blender::gpu::Batch *DRW_cache_camera_volume_get();
blender::gpu::Batch *DRW_cache_camera_volume_wire_get();
blender::gpu::Batch *DRW_cache_camera_tria_wire_get();
blender::gpu::Batch *DRW_cache_camera_tria_get();
blender::gpu::Batch *DRW_cache_camera_distances_get();
/* Speaker */
blender::gpu::Batch *DRW_cache_speaker_get();
/* Probe */
blender::gpu::Batch *DRW_cache_lightprobe_cube_get();
blender::gpu::Batch *DRW_cache_lightprobe_grid_get();
blender::gpu::Batch *DRW_cache_lightprobe_planar_get();
/* Bones */
blender::gpu::Batch *DRW_cache_bone_octahedral_get();
blender::gpu::Batch *DRW_cache_bone_octahedral_wire_get();
blender::gpu::Batch *DRW_cache_bone_box_get();
blender::gpu::Batch *DRW_cache_bone_box_wire_get();
blender::gpu::Batch *DRW_cache_bone_envelope_solid_get();
blender::gpu::Batch *DRW_cache_bone_envelope_outline_get();
blender::gpu::Batch *DRW_cache_bone_point_get();
blender::gpu::Batch *DRW_cache_bone_point_wire_outline_get();
blender::gpu::Batch *DRW_cache_bone_stick_get();
blender::gpu::Batch *DRW_cache_bone_arrows_get();
blender::gpu::Batch *DRW_cache_bone_dof_sphere_get();
blender::gpu::Batch *DRW_cache_bone_dof_lines_get();
/* Meshes */
blender::gpu::Batch *DRW_cache_mesh_all_verts_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_all_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_loose_edges_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_edge_detection_get(Object *ob, bool *r_is_manifold);
blender::gpu::Batch *DRW_cache_mesh_surface_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_edges_get(Object *ob);
/**
* Return list of batches with length equal to `max(1, totcol)`.
*/
blender::gpu::Batch **DRW_cache_mesh_surface_shaded_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
/**
* Return list of batches with length equal to `max(1, totcol)`.
*/
blender::gpu::Batch **DRW_cache_mesh_surface_texpaint_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_texpaint_single_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_vertpaint_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_sculptcolors_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_weights_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_mesh_analysis_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_mesh_surface_viewer_attribute_get(Object *ob);
/* Curve */
blender::gpu::Batch *DRW_cache_curve_edge_wire_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_edge_wire_viewer_attribute_get(Object *ob);
/* edit-mode */
blender::gpu::Batch *DRW_cache_curve_edge_normal_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_edge_overlay_get(Object *ob);
blender::gpu::Batch *DRW_cache_curve_vert_overlay_get(Object *ob);
/* Font */
blender::gpu::Batch *DRW_cache_text_edge_wire_get(Object *ob);
/* Surface */
blender::gpu::Batch *DRW_cache_surf_edge_wire_get(Object *ob);
/* Lattice */
blender::gpu::Batch *DRW_cache_lattice_verts_get(Object *ob);
blender::gpu::Batch *DRW_cache_lattice_wire_get(Object *ob, bool use_weight);
blender::gpu::Batch *DRW_cache_lattice_vert_overlay_get(Object *ob);
/* Particles */
blender::gpu::Batch *DRW_cache_particles_get_hair(Object *object,
ParticleSystem *psys,
ModifierData *md);
blender::gpu::Batch *DRW_cache_particles_get_dots(Object *object, ParticleSystem *psys);
blender::gpu::Batch *DRW_cache_particles_get_edit_strands(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit,
bool use_weight);
blender::gpu::Batch *DRW_cache_particles_get_edit_inner_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
blender::gpu::Batch *DRW_cache_particles_get_edit_tip_points(Object *object,
ParticleSystem *psys,
PTCacheEdit *edit);
blender::gpu::Batch *DRW_cache_particles_get_prim(int type);
/* Curves */
blender::gpu::Batch *DRW_cache_curves_surface_get(Object *ob);
blender::gpu::Batch **DRW_cache_curves_surface_shaded_get(Object *ob,
GPUMaterial **gpumat_array,
uint gpumat_array_len);
blender::gpu::Batch *DRW_cache_curves_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_curves_edge_detection_get(Object *ob, bool *r_is_manifold);
/* Volume */
struct DRWVolumeGrid {
DRWVolumeGrid *next, *prev;
/* Grid name. */
char *name;
/* 3D texture. */
GPUTexture *texture;
/* Transform between 0..1 texture space and object space. */
blender::float4x4 texture_to_object;
blender::float4x4 object_to_texture;
/* Transform from bounds to texture space. */
blender::float4x4 object_to_bounds;
blender::float4x4 bounds_to_texture;
};
namespace blender::draw {
DRWVolumeGrid *DRW_volume_batch_cache_get_grid(Volume *volume,
const bke::VolumeGridData *volume_grid);
blender::gpu::Batch *DRW_cache_volume_face_wireframe_get(Object *ob);
blender::gpu::Batch *DRW_cache_volume_selection_surface_get(Object *ob);
/**
* Sbuffer batches are temporary. We need to clear it after drawing.
*/
void DRW_cache_gpencil_sbuffer_clear(Object *ob);
/* Grease Pencil */
blender::gpu::Batch *DRW_cache_grease_pencil_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_edit_points_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_edit_lines_get(const Scene *scene, Object *ob);
gpu::VertBuf *DRW_cache_grease_pencil_position_buffer_get(const Scene *scene, Object *ob);
gpu::VertBuf *DRW_cache_grease_pencil_color_buffer_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_weight_points_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_weight_lines_get(const Scene *scene, Object *ob);
blender::gpu::Batch *DRW_cache_grease_pencil_face_wireframe_get(const Scene *scene, Object *ob);
} // namespace blender::draw