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blender-archive/source/blender/gpu/intern/gpu_codegen.h
Alexander Romanov 771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00

196 lines
5.3 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 blender/gpu/intern/gpu_codegen.h
* \ingroup gpu
*/
#ifndef __GPU_CODEGEN_H__
#define __GPU_CODEGEN_H__
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GPU_glew.h"
struct ListBase;
struct GPUShader;
struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
struct PreviewImage;
/* 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_OPENGL_BUILTIN,
GPU_SOURCE_TEX_PIXEL,
GPU_SOURCE_TEX,
GPU_SOURCE_ATTRIB
} GPUDataSource;
typedef enum {
GPU_NODE_LINK_IMAGE_NONE = 0,
GPU_NODE_LINK_IMAGE_BLENDER = 1,
GPU_NODE_LINK_IMAGE_PREVIEW = 2,
GPU_NODE_LINK_IMAGE_CUBE_MAP = 3
} GPUNodeLinkImage;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
bool tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
CustomDataType attribtype;
const char *attribname;
GPUNodeLinkImage image;
bool image_isdata;
bool texture;
int texturesize;
void *ptr1, *ptr2;
bool dynamic;
GPUDynamicType dynamictype;
GPUType type;
/* Refcount */
int users;
struct GPUTexture *dynamictex;
GPUBuiltin builtin;
GPUOpenGLBuiltin oglbuiltin;
struct GPUOutput *output;
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
GPUType 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;
GPUType type; /* datatype */
GPUDataSource source; /* data source */
int id; /* unique id as created by code generator */
int texid; /* number for multitexture, starting from zero */
int attribid; /* id for vertex attributes */
bool bindtex; /* input is responsible for binding the texture? */
bool definetex; /* input is responsible for defining the pixel? */
int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */
GPUType textype; /* datatype */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
struct PreviewImage *prv; /* preview images & icons */
bool image_isdata; /* image does not contain color data */
float *dynamicvec; /* vector data in case it is dynamic */
GPUDynamicType dynamictype; /* origin of the dynamic uniform */
void *dynamicdata; /* data source of the dynamic uniform */
struct 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;
bool dynamictex; /* dynamic? */
CustomDataType attribtype; /* attribute type */
char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
int attribfirst; /* this is the first one that is bound */
GPUBuiltin builtin; /* builtin uniform */
GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */
} GPUInput;
struct GPUPass {
struct GPUPass *next, *prev;
ListBase inputs;
struct GPUOutput *output;
struct GPUShader *shader;
char *fragmentcode;
char *geometrycode;
char *vertexcode;
const char *libcode;
};
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin,
const GPUMatType type, const char *name, const bool use_opensubdiv);
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);
void gpu_codegen_init(void);
void gpu_codegen_exit(void);
/* 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