This repository has been archived on 2023-10-09.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
Brecht Van Lommel 8d4a9081cc 2.5: WIP commit for WM compositing.
* Drawing code from wm_event_system.c split into separate wm_draw.c file.

Now there's 3 different draw methods implemented, not sure what survives
or will be added but is useful for debugging.

* Draw All: redraws everything each time, for reference.
* Draw Overlap All: what the code did before this commit, only draw
  regions marked for redraw, and anything that overlaps them.
* Triple Buffer: copies/retores all area regions into a texture, and
  blits that before drawing. Menus, brushes, gestures, etc are redrawn
  always on top of that.

Currently "Draw Overlap All" is set hardcoded to be used still. Triple
Buffer code is not complete, it doesn't handle window resize yet. Cards
that don't support non power of two textures can need quite large
textures as well, this could be split into multiple smaller ones.
2009-01-20 21:55:48 +00:00

146 lines
4.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This shader 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This shader 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 shader; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef GPU_EXTENSIONS_H
#define GPU_EXTENSIONS_H
#ifdef __cplusplus
extern "C" {
#endif
/* GPU extensions support */
struct Image;
struct ImageUser;
struct GPUTexture;
typedef struct GPUTexture GPUTexture;
struct GPUFrameBuffer;
typedef struct GPUFrameBuffer GPUFrameBuffer;
struct GPUShader;
typedef struct GPUShader GPUShader;
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_extensions_minimum_support(void);
int GPU_print_error(char *str);
/* 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);
GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels);
GPUTexture *GPU_texture_create_depth(int w, int h);
GPUTexture *GPU_texture_from_blender(struct Image *ima,
struct ImageUser *iuser, double time);
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);
/* 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();
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
void GPU_framebuffer_restore();
/* 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();
int GPU_shader_get_uniform(GPUShader *shader, 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, char *name);
/* Vertex attributes for shaders */
#define GPU_MAX_ATTRIB 32
typedef struct GPUVertexAttribs {
struct {
int type;
int glindex;
char name[32];
} layer[GPU_MAX_ATTRIB];
int totlayer;
} GPUVertexAttribs;
#ifdef __cplusplus
}
#endif
#endif