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
196 lines
5.3 KiB
C++
196 lines
5.3 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 blender/gpu/intern/gpu_codegen.h
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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struct ListBase;
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struct GPUShader;
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struct GPUOutput;
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struct GPUNode;
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struct GPUVertexAttribs;
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struct PreviewImage;
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/* Pass Generation
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
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typedef enum GPUDataSource {
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GPU_SOURCE_VEC_UNIFORM,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_OPENGL_BUILTIN,
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GPU_SOURCE_TEX_PIXEL,
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GPU_SOURCE_TEX,
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GPU_SOURCE_ATTRIB
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} GPUDataSource;
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typedef enum {
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GPU_NODE_LINK_IMAGE_NONE = 0,
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GPU_NODE_LINK_IMAGE_BLENDER = 1,
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GPU_NODE_LINK_IMAGE_PREVIEW = 2,
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GPU_NODE_LINK_IMAGE_CUBE_MAP = 3
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} GPUNodeLinkImage;
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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CustomDataType attribtype;
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const char *attribname;
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GPUNodeLinkImage image;
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bool image_isdata;
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bool texture;
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int texturesize;
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void *ptr1, *ptr2;
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bool dynamic;
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GPUDynamicType dynamictype;
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GPUType type;
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/* Refcount */
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int users;
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struct GPUTexture *dynamictex;
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GPUBuiltin builtin;
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GPUOpenGLBuiltin oglbuiltin;
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struct GPUOutput *output;
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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GPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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GPUType type; /* datatype */
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GPUDataSource source; /* data source */
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int id; /* unique id as created by code generator */
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int texid; /* number for multitexture, starting from zero */
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int attribid; /* id for vertex attributes */
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bool bindtex; /* input is responsible for binding the texture? */
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bool definetex; /* input is responsible for defining the pixel? */
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int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */
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GPUType textype; /* datatype */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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struct PreviewImage *prv; /* preview images & icons */
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bool image_isdata; /* image does not contain color data */
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float *dynamicvec; /* vector data in case it is dynamic */
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GPUDynamicType dynamictype; /* origin of the dynamic uniform */
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void *dynamicdata; /* data source of the dynamic uniform */
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struct GPUTexture *tex; /* input texture, only set at runtime */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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float vec[16]; /* vector data */
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GPUNodeLink *link;
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bool dynamictex; /* dynamic? */
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CustomDataType attribtype; /* attribute type */
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char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */
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int attribfirst; /* this is the first one that is bound */
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GPUBuiltin builtin; /* builtin uniform */
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GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next, *prev;
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ListBase inputs;
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struct GPUOutput *output;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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const char *libcode;
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
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struct GPUVertexAttribs *attribs, int *builtin,
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const GPUMatType type, const char *name, const bool use_opensubdiv);
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struct GPUShader *GPU_pass_shader(GPUPass *pass);
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void GPU_pass_bind(GPUPass *pass, double time, int mipmap);
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void GPU_pass_update_uniforms(GPUPass *pass);
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void GPU_pass_unbind(GPUPass *pass);
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void GPU_pass_free(GPUPass *pass);
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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/* Material calls */
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const char *GPU_builtin_name(GPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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int GPU_link_changed(struct GPUNodeLink *link);
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#endif
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