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blender-archive/source/blender/gpu/GPU_shader.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,
* 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_shader.h
* \ingroup gpu
*/
#ifndef __GPU_SHADER_H__
#define __GPU_SHADER_H__
#ifdef __cplusplus
extern "C" {
#endif
typedef struct GPUShader GPUShader;
typedef struct GPUProgram GPUProgram;
struct GPUTexture;
/* Builtin/Non-generated shaders */
typedef enum GPUProgramType {
GPU_PROGRAM_TYPE_FRAGMENT = 0
} GPUProgramType;
/* TODO: remove ARB program support (recode smoke shader in GLSL) */
GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code);
void GPU_program_free(GPUProgram *program);
void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float x, float y, float z, float w);
void GPU_program_bind(GPUProgram *);
void GPU_program_unbind(GPUProgram *);
/* GPU Shader
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
enum {
GPU_SHADER_FLAGS_NONE = 0,
GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
};
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GPUShader *GPU_shader_create(
const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input, int output, int number);
GPUShader *GPU_shader_create_ex(
const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input, int output, int number,
const int flags);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, const float *value);
void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
int arraysize, const int *value);
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
GPU_SHADER_VSM_STORE = 0,
GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
} GPUBuiltinShader;
typedef enum GPUBuiltinProgram {
GPU_PROGRAM_SMOKE = 0,
GPU_PROGRAM_SMOKE_COLORED = 1,
} GPUBuiltinProgram;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
GPUProgram *GPU_shader_get_builtin_program(GPUBuiltinProgram program);
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
void GPU_shader_free_builtin_shaders(void);
/* Vertex attributes for shaders */
#define GPU_MAX_ATTRIB 32
typedef struct GPUVertexAttribs {
struct {
int type;
int glindex;
int gltexco;
int attribid;
char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
} layer[GPU_MAX_ATTRIB];
int totlayer;
} GPUVertexAttribs;
#ifdef __cplusplus
}
#endif
#endif /* __GPU_SHADER_H__ */