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blender-archive/source/blender/gpu/GPU_draw.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_draw.h
* \ingroup gpu
*/
#ifndef __GPU_DRAW_H__
#define __GPU_DRAW_H__
#ifdef __cplusplus
extern "C" {
#endif
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struct ImBuf;
struct Image;
struct ImageUser;
struct Object;
struct Scene;
struct ViewLayer;
struct View3D;
struct RegionView3D;
struct SmokeModifierData;
struct DupliObject;
struct EvaluationContext;
/* OpenGL drawing functions related to shading. These are also
* shared with the game engine, where there were previously
* duplicates of some of these functions. */
/* Initialize
* - sets the default Blender opengl state, if in doubt, check
* the contents of this function
* - this is called when starting Blender, for opengl rendering,
* and for switching back from the game engine for example. */
void GPU_state_init(void);
/* Programmable point size
* - shaders set their own point size when enabled
* - use glPointSize when disabled */
void GPU_enable_program_point_size(void);
void GPU_disable_program_point_size(void);
/* Material drawing
* - first the state is initialized by a particular object and
* it's materials
* - after this, materials can be quickly enabled by their number,
* GPU_object_material_bind returns 0 if drawing should be skipped
* - after drawing, the material must be disabled again */
void GPU_begin_object_materials(
struct View3D *v3d, struct RegionView3D *rv3d,
struct Scene *scene, struct ViewLayer *view_layer,
struct Object *ob, bool glsl, const short object_mode, bool *do_alpha_after);
void GPU_end_object_materials(void);
bool GPU_object_materials_check(void);
int GPU_object_material_bind(int nr, void *attribs);
void GPU_object_material_unbind(void);
int GPU_object_material_visible(int nr, void *attribs);
void GPU_begin_dupli_object(struct DupliObject *dob);
void GPU_end_dupli_object(void);
void GPU_material_diffuse_get(int nr, float diff[4]);
bool GPU_material_use_matcaps_get(void);
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
void GPU_set_material_alpha_blend(int alphablend);
int GPU_get_material_alpha_blend(void);
/* Lights
* - returns how many lights were enabled
* - this affects fixed functions materials and texface, not glsl */
int GPU_default_lights(void);
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int GPU_scene_object_lights(
struct ViewLayer *view_layer, float viewmat[4][4], int ortho);
/* Text render
* - based on moving uv coordinates */
void GPU_render_text(
int mode, const char *textstr, int textlen, unsigned int *col,
const float *v_quad[4], const float *uv_quad[4],
int glattrib);
/* Mipmap settings
* - these will free textures on changes */
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void GPU_set_mipmap(bool mipmap);
bool GPU_get_mipmap(void);
void GPU_set_linear_mipmap(bool linear);
bool GPU_get_linear_mipmap(void);
void GPU_paint_set_mipmap(bool mipmap);
/* Anisotropic filtering settings
* - these will free textures on changes */
void GPU_set_anisotropic(float value);
float GPU_get_anisotropic(void);
/* enable gpu mipmapping */
void GPU_set_gpu_mipmapping(int gpu_mipmap);
/* Image updates and free
* - these deal with images bound as opengl textures */
void GPU_paint_update_image(struct Image *ima, struct ImageUser *iuser, int x, int y, int w, int h);
void GPU_update_images_framechange(void);
int GPU_update_image_time(struct Image *ima, double time);
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int GPU_verify_image(
struct Image *ima, struct ImageUser *iuser,
int textarget, int tftile, bool compare, bool mipmap, bool is_data);
void GPU_create_gl_tex(
unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
int textarget, bool mipmap, bool use_hight_bit_depth, struct Image *ima);
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void GPU_create_gl_tex_compressed(
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unsigned int *bind, unsigned int *pix, int x, int y, int mipmap,
int textarget, struct Image *ima, struct ImBuf *ibuf);
bool GPU_upload_dxt_texture(struct ImBuf *ibuf);
void GPU_free_image(struct Image *ima);
void GPU_free_images(void);
void GPU_free_images_anim(void);
void GPU_free_images_old(void);
/* smoke drawing functions */
void GPU_free_smoke(struct SmokeModifierData *smd);
void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
/* Delayed free of OpenGL buffers by main thread */
void GPU_free_unused_buffers(void);
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
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#ifdef WITH_OPENSUBDIV
struct DerivedMesh;
void GPU_draw_update_fvar_offset(struct DerivedMesh *dm);
#endif
/* utilities */
void GPU_select_index_set(int index);
void GPU_select_index_get(int index, int *r_col);
int GPU_select_to_index(unsigned int col);
void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
typedef enum eGPUAttribMask {
GPU_DEPTH_BUFFER_BIT = (1 << 0),
GPU_ENABLE_BIT = (1 << 1),
GPU_SCISSOR_BIT = (1 << 2),
GPU_VIEWPORT_BIT = (1 << 3),
GPU_BLEND_BIT = (1 << 4),
} eGPUAttribMask;
void gpuPushAttrib(eGPUAttribMask mask);
void gpuPopAttrib(void);
#ifdef __cplusplus
}
#endif
#endif