2011-02-23 10:52:22 +00:00
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/*
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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2011-11-29 10:54:47 +00:00
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* of the License, or (at your option) any later version.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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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,
|
2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-27 20:25:53 +00:00
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/** \file blender/gpu/intern/gpu_codegen.h
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* \ingroup gpu
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*/
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|
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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|
#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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2015-01-24 13:25:49 +01:00
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#include "DNA_customdata_types.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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|
#include "DNA_listBase.h"
|
2011-09-09 11:55:38 +00:00
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|
#include "GPU_material.h"
|
2014-10-07 15:46:19 -05:00
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|
#include "GPU_glew.h"
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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2013-01-22 11:18:41 +00:00
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struct PreviewImage;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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/* Pass Generation
|
2012-03-09 18:28:30 +00:00
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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|
2011-09-09 11:55:38 +00:00
|
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typedef enum GPUDataSource {
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GPU_SOURCE_VEC_UNIFORM,
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GPU_SOURCE_BUILTIN,
|
2014-04-02 15:07:45 +03:00
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GPU_SOURCE_OPENGL_BUILTIN,
|
2011-09-09 11:55:38 +00:00
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GPU_SOURCE_TEX_PIXEL,
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GPU_SOURCE_TEX,
|
2017-09-14 01:02:10 +02:00
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GPU_SOURCE_ATTRIB,
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GPU_SOURCE_STRUCT
|
2011-09-09 11:55:38 +00:00
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} GPUDataSource;
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2015-01-24 15:09:18 +01:00
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typedef enum {
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GPU_NODE_LINK_IMAGE_NONE = 0,
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GPU_NODE_LINK_IMAGE_BLENDER = 1,
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
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GPU_NODE_LINK_IMAGE_PREVIEW = 2,
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GPU_NODE_LINK_IMAGE_CUBE_MAP = 3
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2015-01-24 15:09:18 +01:00
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} GPUNodeLinkImage;
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2011-09-09 11:55:38 +00:00
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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2015-01-24 15:20:26 +01:00
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/* Internal flag to mark nodes during pruning */
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bool tag;
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2011-09-09 11:55:38 +00:00
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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2015-01-24 13:25:49 +01:00
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CustomDataType attribtype;
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2011-09-09 11:55:38 +00:00
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const char *attribname;
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2015-01-24 15:09:18 +01:00
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GPUNodeLinkImage image;
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2015-01-24 15:20:26 +01:00
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bool image_isdata;
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2011-09-09 11:55:38 +00:00
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2015-01-24 15:20:26 +01:00
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bool texture;
|
2011-09-09 11:55:38 +00:00
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int texturesize;
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void *ptr1, *ptr2;
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2015-01-24 15:20:26 +01:00
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bool dynamic;
|
2015-01-24 15:50:03 +01:00
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GPUDynamicType dynamictype;
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2011-09-09 11:55:38 +00:00
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2015-01-24 13:58:19 +01:00
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GPUType type;
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2015-01-24 13:43:57 +01:00
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/* Refcount */
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2011-09-09 11:55:38 +00:00
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int users;
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2014-10-07 15:46:19 -05:00
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struct GPUTexture *dynamictex;
|
2011-09-09 11:55:38 +00:00
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GPUBuiltin builtin;
|
2014-04-02 15:07:45 +03:00
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GPUOpenGLBuiltin oglbuiltin;
|
2011-09-09 11:55:38 +00:00
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struct GPUOutput *output;
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
|
2015-03-23 15:29:42 -04:00
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GPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
|
2011-09-09 11:55:38 +00:00
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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2015-03-23 15:29:42 -04:00
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GPUType type; /* datatype */
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GPUDataSource source; /* data source */
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int id; /* unique id as created by code generator */
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int texid; /* number for multitexture, starting from zero */
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int attribid; /* id for vertex attributes */
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bool bindtex; /* input is responsible for binding the texture? */
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bool definetex; /* input is responsible for defining the pixel? */
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int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */
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GPUType textype; /* datatype */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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struct PreviewImage *prv; /* preview images & icons */
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bool image_isdata; /* image does not contain color data */
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float *dynamicvec; /* vector data in case it is dynamic */
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GPUDynamicType dynamictype; /* origin of the dynamic uniform */
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void *dynamicdata; /* data source of the dynamic uniform */
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struct GPUTexture *tex; /* input texture, only set at runtime */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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float vec[16]; /* vector data */
|
2011-09-09 11:55:38 +00:00
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GPUNodeLink *link;
|
2015-03-23 15:29:42 -04:00
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bool dynamictex; /* dynamic? */
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CustomDataType attribtype; /* attribute type */
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char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
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int attribfirst; /* this is the first one that is bound */
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GPUBuiltin builtin; /* builtin uniform */
|
2014-04-02 15:07:45 +03:00
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GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */
|
2011-09-09 11:55:38 +00:00
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} GPUInput;
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struct GPUPass {
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struct GPUShader *shader;
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char *fragmentcode;
|
2015-07-20 16:08:06 +02:00
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|
char *geometrycode;
|
2011-09-09 11:55:38 +00:00
|
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|
char *vertexcode;
|
2018-03-11 23:43:09 +01:00
|
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|
char *defines;
|
2011-09-09 11:55:38 +00:00
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const char *libcode;
|
2018-03-11 23:43:09 +01:00
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unsigned int refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
|
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uint32_t hash; /* Identity hash generated from all GLSL code. */
|
2011-09-09 11:55:38 +00:00
|
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|
};
|
|
|
|
|
|
|
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
typedef struct GPUPass GPUPass;
|
|
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|
2017-06-28 09:37:44 +10:00
|
|
|
GPUPass *GPU_generate_pass_new(
|
2018-03-11 23:43:09 +01:00
|
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|
GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs,
|
|
|
|
|
ListBase *nodes, ListBase *inputs,
|
2017-06-28 09:37:44 +10:00
|
|
|
const char *vert_code, const char *geom_code,
|
|
|
|
|
const char *frag_lib, const char *defines);
|
|
|
|
|
GPUPass *GPU_generate_pass(
|
2018-03-11 23:43:09 +01:00
|
|
|
ListBase *nodes, ListBase *inputs, struct GPUNodeLink *outlink,
|
2017-06-28 09:37:44 +10:00
|
|
|
struct GPUVertexAttribs *attribs, int *builtin,
|
|
|
|
|
const GPUMatType type, const char *name,
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
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const bool use_opensubdiv);
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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struct GPUShader *GPU_pass_shader(GPUPass *pass);
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2018-03-05 00:54:31 +01:00
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void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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2018-03-11 23:43:09 +01:00
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void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap);
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void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs);
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void GPU_pass_unbind(GPUPass *pass, ListBase *inputs);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2018-03-11 23:43:09 +01:00
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void GPU_pass_release(GPUPass *pass);
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2016-07-27 10:59:09 +02:00
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void GPU_pass_free_nodes(ListBase *nodes);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2018-03-11 23:43:09 +01:00
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void GPU_inputs_free(ListBase *inputs);
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2014-10-07 15:46:19 -05:00
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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2011-12-23 07:10:01 +00:00
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|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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/* Material calls */
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2010-12-03 17:05:21 +00:00
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const char *GPU_builtin_name(GPUBuiltin builtin);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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int GPU_link_changed(struct GPUNodeLink *link);
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#endif
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