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blender-archive/source/blender/gpu/intern/gpu_codegen.h
Benoit Bolsee 01744abd81 GPU: add gpu python module with export_shader() function to export GLSL shader.
shader = gpu.export_shader(scene,material) 

Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data. 

The full documentation is under sphinx.

Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to 
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
2011-09-09 11:55:38 +00:00

194 lines
4.7 KiB
C++

/*
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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 blender/gpu/intern/gpu_codegen.h
* \ingroup gpu
*/
#ifndef __GPU_CODEGEN_H__
#define __GPU_CODEGEN_H__
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GL/glew.h"
struct ListBase;
struct GPUShader;
struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
struct GPUFrameBuffer;
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 32
#define FUNCTION_QUAL_IN 0
#define FUNCTION_QUAL_OUT 1
#define FUNCTION_QUAL_INOUT 2
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
int paramtype[MAX_PARAMETER];
int paramqual[MAX_PARAMETER];
int totparam;
} GPUFunction;
GPUFunction *GPU_lookup_function(const char *name);
/* Pass Generation
- Takes a list of nodes and a desired output, and makes a pass. This
will take ownership of the nodes and free them early if unused or
at the end if used.
*/
typedef enum GPUDataSource {
GPU_SOURCE_VEC_UNIFORM,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_TEX_PIXEL,
GPU_SOURCE_TEX,
GPU_SOURCE_ATTRIB
} GPUDataSource;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
int tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
int attribtype;
const char *attribname;
int image;
int texture;
int texturesize;
void *ptr1, *ptr2;
int dynamic;
int dynamictype;
int type;
int users;
GPUTexture *dynamictex;
GPUBuiltin builtin;
struct GPUOutput *output;
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
int type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
int type; /* datatype */
int source; /* data source */
int id; /* unique id as created by code generator */
int texid; /* number for multitexture */
int attribid; /* id for vertex attributes */
int bindtex; /* input is responsible for binding the texture? */
int definetex; /* input is responsible for defining the pixel? */
int textarget; /* GL_TEXTURE_* */
int textype; /* datatype */
struct Image *ima; /* image */
struct ImageUser *iuser;/* image user */
float *dynamicvec; /* vector data in case it is dynamic */
int dynamictype; /* origin of the dynamic uniform (GPUDynamicType) */
void *dynamicdata; /* data source of the dynamic uniform */
GPUTexture *tex; /* input texture, only set at runtime */
int shaderloc; /* id from opengl */
char shadername[32]; /* name in shader */
float vec[16]; /* vector data */
GPUNodeLink *link;
int dynamictex; /* dynamic? */
int attribtype; /* attribute type */
char attribname[32]; /* attribute name */
int attribfirst; /* this is the first one that is bound */
GPUBuiltin builtin; /* builtin uniform */
} GPUInput;
struct GPUPass {
struct GPUPass *next, *prev;
ListBase inputs;
struct GPUOutput *output;
struct GPUShader *shader;
char *fragmentcode;
char *vertexcode;
const char *libcode;
};
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin, const char *name);
struct GPUShader *GPU_pass_shader(GPUPass *pass);
void GPU_pass_bind(GPUPass *pass, double time, int mipmap);
void GPU_pass_update_uniforms(GPUPass *pass);
void GPU_pass_unbind(GPUPass *pass);
void GPU_pass_free(GPUPass *pass);
/* Material calls */
const char *GPU_builtin_name(GPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
int GPU_link_changed(struct GPUNodeLink *link);
#endif