This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/GPU_extensions.h
Campbell Barton 9fe1fe0aa8 bmesh py api:
add mtexpoly image access
2012-05-01 06:50:43 +00:00

205 lines
6.6 KiB
C++

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