270 lines
9.3 KiB
C
270 lines
9.3 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file DRW_render.h
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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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#ifndef __DRW_RENDER_H__
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#define __DRW_RENDER_H__
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#include "BKE_context.h"
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#include "BKE_layer.h"
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#include "BKE_scene.h"
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#include "BLI_listbase.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_vector.h"
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#include "BLI_string.h"
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#include "BLT_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "draw_common.h"
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#include "draw_cache.h"
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#include "draw_view.h"
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#include "MEM_guardedalloc.h"
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#include "RE_engine.h"
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struct bContext;
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struct GPUFrameBuffer;
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struct GPUShader;
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struct GPUTexture;
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struct GPUUniformBuffer;
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struct Object;
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struct Batch;
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struct DefaultFramebufferList;
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struct DefaultTextureList;
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typedef struct DRWUniform DRWUniform;
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typedef struct DRWInterface DRWInterface;
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typedef struct DRWPass DRWPass;
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typedef struct DRWShadingGroup DRWShadingGroup;
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typedef struct DrawEngineType {
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struct 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)(void);
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void (*cache_init)(void *vedata);
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void (*cache_populate)(void *vedata, struct Object *ob);
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void (*cache_finish)(void *vedata);
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void (*draw_background)(void *vedata);
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void (*draw_scene)(void *vedata);
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} DrawEngineType;
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#ifndef __DRW_ENGINE_H__
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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} DefaultTextureList;
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#endif
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/* Textures */
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typedef enum {
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DRW_TEX_RGBA_8,
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DRW_TEX_RGBA_16,
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DRW_TEX_RGBA_32,
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DRW_TEX_RGB_8,
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DRW_TEX_RGB_16,
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DRW_TEX_RGB_32,
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DRW_TEX_RG_8,
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DRW_TEX_RG_16,
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DRW_TEX_RG_32,
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DRW_TEX_R_8,
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DRW_TEX_R_16,
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DRW_TEX_R_32,
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DRW_TEX_DEPTH_16,
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DRW_TEX_DEPTH_24,
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DRW_TEX_DEPTH_32,
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} DRWTextureFormat;
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typedef enum {
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DRW_TEX_FILTER = (1 << 0),
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DRW_TEX_WRAP = (1 << 1),
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DRW_TEX_COMPARE = (1 << 2),
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} DRWTextureFlag;
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struct GPUTexture *DRW_texture_create_1D(
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D(
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int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_cube(
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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void DRW_texture_free(struct GPUTexture *tex);
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/* UBOs */
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struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
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void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
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void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
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/* Buffers */
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/* DRWFboTexture->format */
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#define DRW_BUF_DEPTH_16 1
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#define DRW_BUF_DEPTH_24 2
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#define DRW_BUF_R_8 3
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#define DRW_BUF_R_16 4
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#define DRW_BUF_R_32 5
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#define DRW_BUF_RG_8 6
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#define DRW_BUF_RG_16 7
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#define DRW_BUF_RG_32 8
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#define DRW_BUF_RGB_8 9
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#define DRW_BUF_RGB_16 10
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#define DRW_BUF_RGB_32 11
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#define DRW_BUF_RGBA_8 12
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#define DRW_BUF_RGBA_16 13
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#define DRW_BUF_RGBA_32 14
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#define MAX_FBO_TEX 5
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typedef struct DRWFboTexture {
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struct GPUTexture **tex;
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int format;
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} DRWFboTexture;
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void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int texnbr);
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void DRW_framebuffer_bind(struct GPUFrameBuffer *fb);
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void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth);
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void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
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void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
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void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
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/* Shaders */
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struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
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struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_3D_depth_only(void);
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void DRW_shader_free(struct GPUShader *shader);
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/* Batches */
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typedef enum {
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DRW_STATE_WRITE_DEPTH = (1 << 0),
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DRW_STATE_WRITE_COLOR = (1 << 1),
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DRW_STATE_DEPTH_LESS = (1 << 2),
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DRW_STATE_DEPTH_EQUAL = (1 << 3),
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DRW_STATE_DEPTH_GREATER = (1 << 4),
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DRW_STATE_CULL_BACK = (1 << 5),
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DRW_STATE_CULL_FRONT = (1 << 6),
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DRW_STATE_WIRE = (1 << 7),
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DRW_STATE_WIRE_LARGE = (1 << 8),
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DRW_STATE_POINT = (1 << 9),
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DRW_STATE_STIPPLE_2 = (1 << 10),
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DRW_STATE_STIPPLE_3 = (1 << 11),
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DRW_STATE_STIPPLE_4 = (1 << 12),
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DRW_STATE_BLEND = (1 << 13),
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DRW_STATE_WRITE_STENCIL_SELECT = (1 << 14),
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DRW_STATE_WRITE_STENCIL_ACTIVE = (1 << 15),
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DRW_STATE_TEST_STENCIL_SELECT = (1 << 16),
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DRW_STATE_TEST_STENCIL_ACTIVE = (1 << 17),
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} DRWState;
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DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, struct Batch *geom);
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DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
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DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass);
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void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
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void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Batch *geom, float (*obmat)[4]);
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void DRW_shgroup_dynamic_call_add(DRWShadingGroup *shgroup, ...);
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void DRW_shgroup_state_set(DRWShadingGroup *shgroup, DRWState state);
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void DRW_shgroup_attrib_int(DRWShadingGroup *shgroup, const char *name, int size);
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void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size);
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void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, int loc);
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void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo, int loc);
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void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex, int loc);
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void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize);
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void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
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void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
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void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value);
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void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value);
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/* Passes */
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DRWPass *DRW_pass_create(const char *name, DRWState state);
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/* Viewport */
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typedef enum {
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DRW_MAT_PERS,
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DRW_MAT_VIEW,
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DRW_MAT_VIEWINV,
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DRW_MAT_WIN,
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} DRWViewportMatrixType;
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void DRW_viewport_init(const bContext *C);
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void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
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float *DRW_viewport_size_get(void);
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float *DRW_viewport_screenvecs_get(void);
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float *DRW_viewport_pixelsize_get(void);
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bool DRW_viewport_is_persp_get(void);
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bool DRW_viewport_cache_is_dirty(void);
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struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
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struct DefaultTextureList *DRW_viewport_texture_list_get(void);
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/* Objects */
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void **DRW_object_engine_data_get(Object *ob, DrawEngineType *det);
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/* Settings */
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bool DRW_is_object_renderable(struct Object *ob);
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/* Draw commands */
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void DRW_draw_pass(DRWPass *pass);
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void DRW_draw_callbacks_pre_scene(void);
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void DRW_draw_callbacks_post_scene(void);
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void DRW_state_reset(void);
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/* Other */
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void DRW_get_dfdy_factors(float dfdyfac[2]);
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const struct bContext *DRW_get_context(void);
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#endif /* __DRW_RENDER_H__ */
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