205 lines
6.6 KiB
C++
205 lines
6.6 KiB
C++
/*
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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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* 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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* 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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/** \file GPU_extensions.h
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* \ingroup gpu
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*/
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#ifndef __GPU_EXTENSIONS_H__
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#define __GPU_EXTENSIONS_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Image;
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struct ImageUser;
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struct GPUTexture;
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typedef struct GPUTexture GPUTexture;
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struct GPUFrameBuffer;
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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struct GPUOffScreen;
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typedef struct GPUOffScreen GPUOffScreen;
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struct GPUShader;
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typedef struct GPUShader GPUShader;
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/* GPU extensions support */
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void GPU_extensions_disable(void);
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void GPU_extensions_init(void); /* call this before running any of the functions below */
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void GPU_extensions_exit(void);
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int GPU_print_error(const char *str);
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int GPU_glsl_support(void);
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int GPU_non_power_of_two_support(void);
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int GPU_color_depth(void);
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void GPU_code_generate_glsl_lib(void);
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int GPU_bicubic_bump_support(void);
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/* GPU Types */
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typedef enum GPUDeviceType {
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GPU_DEVICE_NVIDIA = (1<<0),
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GPU_DEVICE_ATI = (1<<1),
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GPU_DEVICE_INTEL = (1<<2),
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GPU_DEVICE_SOFTWARE = (1<<3),
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GPU_DEVICE_UNKNOWN = (1<<4),
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GPU_DEVICE_ANY = (0xff)
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} GPUDeviceType;
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typedef enum GPUOSType {
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GPU_OS_WIN = (1<<8),
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GPU_OS_MAC = (1<<9),
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GPU_OS_UNIX = (1<<10),
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GPU_OS_ANY = (0xff00)
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} GPUOSType;
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typedef enum GPUDriverType {
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GPU_DRIVER_OFFICIAL = (1<<16),
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GPU_DRIVER_OPENSOURCE = (1<<17),
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GPU_DRIVER_SOFTWARE = (1<<18),
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GPU_DRIVER_ANY = (0xff0000)
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} GPUDriverType;
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int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
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/* GPU Texture
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* - always returns unsigned char RGBA textures
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* - if texture with non square dimensions is created, depending on the
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* graphics card capabilities the texture may actually be stored in a
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* larger texture with power of two dimensions. the actual dimensions
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* may be queried with GPU_texture_opengl_width/height. GPU_texture_coord_2f
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* calls glTexCoord2f with the coordinates adjusted for this.
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* - can use reference counting:
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* - reference counter after GPU_texture_create is 1
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* - GPU_texture_ref increases by one
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* - GPU_texture_free decreases by one, and frees if 0
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* - if created with from_blender, will not free the texture
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*/
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GPUTexture *GPU_texture_create_1D(int w, float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels);
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
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GPUTexture *GPU_texture_from_blender(struct Image *ima,
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struct ImageUser *iuser, double time, int mipmap);
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void GPU_texture_free(GPUTexture *tex);
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void GPU_texture_ref(GPUTexture *tex);
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void GPU_texture_bind(GPUTexture *tex, int number);
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void GPU_texture_unbind(GPUTexture *tex);
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GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
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int GPU_texture_target(GPUTexture *tex);
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int GPU_texture_opengl_width(GPUTexture *tex);
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int GPU_texture_opengl_height(GPUTexture *tex);
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int GPU_texture_opengl_bindcode(GPUTexture *tex);
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/* GPU Framebuffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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* multiple FBO's may be created, to get around limitations on the number
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* of attached textures and the dimension requirements.
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* - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
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* be called before rendering to the window framebuffer again */
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GPUFrameBuffer *GPU_framebuffer_create(void);
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int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, char err_out[256]);
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void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex);
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void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex, int w, int h);
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex);
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/* GPU OffScreen
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* - wrapper around framebuffer and texture for simple offscreen drawing
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* - changes size if graphics card can't support it */
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GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256]);
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void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs);
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void GPU_offscreen_unbind(GPUOffScreen *ofs);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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/* GPU Shader
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* - only for fragment shaders now
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* - must call texture bind before setting a texture as uniform! */
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GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode); /*GPUShader *lib);*/
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/*GPUShader *GPU_shader_create_lib(const char *code);*/
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(GPUShader *shader);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
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int arraysize, float *value);
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void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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/* Builtin/Non-generated shaders */
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typedef enum GPUBuiltinShader {
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GPU_SHADER_VSM_STORE = (1<<0),
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GPU_SHADER_SEP_GAUSSIAN_BLUR = (1<<1),
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} GPUBuiltinShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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void GPU_shader_free_builtin_shaders(void);
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/* Vertex attributes for shaders */
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#define GPU_MAX_ATTRIB 32
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typedef struct GPUVertexAttribs {
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struct {
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int type;
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int glindex;
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int gltexco;
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int attribid;
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char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
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} layer[GPU_MAX_ATTRIB];
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int totlayer;
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} GPUVertexAttribs;
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#ifdef __cplusplus
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}
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#endif
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#endif
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