Files
test2/source/blender/draw/engines/select/select_private.hh
2024-01-05 13:26:22 -05:00

66 lines
1.5 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#pragma once
#define USE_CAGE_OCCLUSION
#include "DRW_render.hh"
/* GPUViewport.storage
* Is freed every time the viewport engine changes. */
struct SELECTID_StorageList {
struct SELECTID_PrivateData *g_data;
};
struct SELECTID_PassList {
DRWPass *depth_only_pass;
DRWPass *select_id_face_pass;
DRWPass *select_id_edge_pass;
DRWPass *select_id_vert_pass;
};
struct SELECTID_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
SELECTID_PassList *psl;
SELECTID_StorageList *stl;
};
struct SELECTID_Shaders {
/* Depth Pre Pass */
GPUShader *select_id_flat;
GPUShader *select_id_uniform;
};
struct SELECTID_PrivateData {
DRWShadingGroup *shgrp_depth_only;
DRWShadingGroup *shgrp_occlude;
DRWShadingGroup *shgrp_face_unif;
DRWShadingGroup *shgrp_face_flat;
DRWShadingGroup *shgrp_edge;
DRWShadingGroup *shgrp_vert;
DRWView *view_faces;
DRWView *view_edges;
DRWView *view_verts;
}; /* Transient data */
/* `select_draw_utils.cc` */
short select_id_get_object_select_mode(Scene *scene, Object *ob);
void select_id_draw_object(void *vedata,
View3D *v3d,
Object *ob,
short select_mode,
uint initial_offset,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset);