Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node. Shader nodes are also GLSL muted. However, Cycles is currently unaware of muted nodes, will try to address this…
244 lines
7.3 KiB
C++
244 lines
7.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This shader 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This shader 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 shader; 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_material.h
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* \ingroup gpu
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*/
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#ifndef __GPU_MATERIAL__
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#define __GPU_MATERIAL__
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#include "DNA_listBase.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 Material;
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struct Object;
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struct Lamp;
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struct Image;
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struct bNode;
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struct LinkNode;
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struct LinkInOutsMuteNode;
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struct Scene;
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struct GPUVertexAttribs;
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struct GPUNode;
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struct GPUNodeLink;
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struct GPUNodeStack;
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struct GPUMaterial;
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struct GPUTexture;
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struct GPULamp;
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typedef struct GPUNode GPUNode;
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typedef struct GPUNodeLink GPUNodeLink;
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typedef struct GPUMaterial GPUMaterial;
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typedef struct GPULamp GPULamp;
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/* Functions to create GPU Materials nodes */
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typedef enum GPUType {
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GPU_NONE = 0,
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GPU_FLOAT = 1,
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GPU_VEC2 = 2,
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GPU_VEC3 = 3,
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GPU_VEC4 = 4,
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GPU_MAT3 = 9,
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GPU_MAT4 = 16,
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GPU_TEX2D = 1002,
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GPU_SHADOW2D = 1003,
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GPU_ATTRIB = 3001
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} GPUType;
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typedef enum GPUBuiltin {
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GPU_VIEW_MATRIX = 1,
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GPU_OBJECT_MATRIX = 2,
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GPU_INVERSE_VIEW_MATRIX = 4,
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GPU_INVERSE_OBJECT_MATRIX = 8,
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GPU_VIEW_POSITION = 16,
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GPU_VIEW_NORMAL = 32,
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GPU_OBCOLOR = 64
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} GPUBuiltin;
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typedef enum GPUBlendMode {
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GPU_BLEND_SOLID = 0,
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GPU_BLEND_ADD = 1,
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GPU_BLEND_ALPHA = 2,
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GPU_BLEND_CLIP = 4,
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GPU_BLEND_ALPHA_SORT = 8
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} GPUBlendMode;
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typedef struct GPUNodeStack {
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GPUType type;
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const char *name;
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float vec[4];
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struct GPUNodeLink *link;
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short hasinput;
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short hasoutput;
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short sockettype;
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} GPUNodeStack;
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GPUNodeLink *GPU_attribute(int type, const char *name);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data);
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GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
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GPUNodeLink *GPU_texture(int size, float *pixels);
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GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, int dynamictype, void *data);
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GPUNodeLink *GPU_socket(GPUNodeStack *sock);
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GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
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int GPU_link(GPUMaterial *mat, const char *name, ...);
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int GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
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int GPU_stack_link_mute(GPUMaterial *mat, const char *name, struct LinkInOutsMuteNode *mlnk);
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void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
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void GPU_material_enable_alpha(GPUMaterial *material);
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GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
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/* High level functions to create and use GPU materials */
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GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma);
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void GPU_material_free(struct Material *ma);
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void GPU_materials_free(void);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap);
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void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]);
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void GPU_material_unbind(GPUMaterial *material);
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int GPU_material_bound(GPUMaterial *material);
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void GPU_material_vertex_attributes(GPUMaterial *material,
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struct GPUVertexAttribs *attrib);
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/* Exported shading */
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typedef struct GPUShadeInput {
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GPUMaterial *gpumat;
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struct Material *mat;
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GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref;
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GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb;
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} GPUShadeInput;
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typedef struct GPUShadeResult {
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GPUNodeLink *diff, *spec, *combined, *alpha;
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} GPUShadeResult;
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void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
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void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
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/* Export GLSL shader */
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typedef enum GPUDynamicType {
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GPU_DYNAMIC_NONE = 0,
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GPU_DYNAMIC_OBJECT_VIEWMAT = 1,
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GPU_DYNAMIC_OBJECT_MAT = 2,
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GPU_DYNAMIC_OBJECT_VIEWIMAT = 3,
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GPU_DYNAMIC_OBJECT_IMAT = 4,
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GPU_DYNAMIC_OBJECT_COLOR = 5,
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GPU_DYNAMIC_LAMP_FIRST = 6,
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GPU_DYNAMIC_LAMP_DYNVEC = 6,
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GPU_DYNAMIC_LAMP_DYNCO = 7,
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GPU_DYNAMIC_LAMP_DYNIMAT = 8,
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GPU_DYNAMIC_LAMP_DYNPERSMAT = 9,
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GPU_DYNAMIC_LAMP_DYNENERGY = 10,
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GPU_DYNAMIC_LAMP_DYNCOL = 11,
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GPU_DYNAMIC_LAMP_LAST = 11,
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GPU_DYNAMIC_SAMPLER_2DBUFFER = 12,
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GPU_DYNAMIC_SAMPLER_2DIMAGE = 13,
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GPU_DYNAMIC_SAMPLER_2DSHADOW = 14,
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} GPUDynamicType;
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typedef enum GPUDataType {
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GPU_DATA_NONE = 0,
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GPU_DATA_1I = 1, // 1 integer
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GPU_DATA_1F = 2,
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GPU_DATA_2F = 3,
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GPU_DATA_3F = 4,
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GPU_DATA_4F = 5,
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GPU_DATA_9F = 6,
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GPU_DATA_16F = 7,
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GPU_DATA_4UB = 8,
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} GPUDataType;
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/* this structure gives information of each uniform found in the shader */
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typedef struct GPUInputUniform {
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struct GPUInputUniform *next, *prev;
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char varname[32]; /* name of uniform in shader */
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GPUDynamicType type; /* type of uniform, data format and calculation derive from it */
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GPUDataType datatype; /* type of uniform data */
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struct Object *lamp; /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */
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struct Image *image; /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */
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int texnumber; /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */
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unsigned char *texpixels; /* for internally generated texture, pixel data in RGBA format */
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int texsize; /* size in pixel of the texture in texpixels buffer: for 2D textures, this is S and T size (square texture) */
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} GPUInputUniform;
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typedef struct GPUInputAttribute {
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struct GPUInputAttribute *next, *prev;
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char varname[32]; /* name of attribute in shader */
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int type; /* from CustomData.type, data type derives from it */
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GPUDataType datatype; /* type of attribute data */
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const char *name; /* layer name */
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int number; /* generic attribute number */
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} GPUInputAttribute;
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typedef struct GPUShaderExport {
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ListBase uniforms;
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ListBase attributes;
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char *vertex;
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char *fragment;
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} GPUShaderExport;
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GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
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void GPU_free_shader_export(GPUShaderExport *shader);
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/* Lamps */
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GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
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void GPU_lamp_free(struct Object *ob);
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int GPU_lamp_has_shadow_buffer(GPULamp *lamp);
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void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]);
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void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
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void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4]);
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void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
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int GPU_lamp_shadow_layer(GPULamp *lamp);
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#ifdef __cplusplus
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}
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#endif
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#endif /*__GPU_MATERIAL__*/
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