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blender-archive/source/blender/gpu/intern/gpu_codegen.h
Ton Roosendaal e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00

196 lines
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/*
* ***** 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_listBase.h"
#include "GPU_material.h"
#include "GL/glew.h"
struct ListBase;
struct GPUShader;
struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
struct GPUFrameBuffer;
struct PreviewImage;
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 32
#define FUNCTION_QUAL_IN 0
#define FUNCTION_QUAL_OUT 1
#define FUNCTION_QUAL_INOUT 2
typedef struct GPUFunction {
char name[MAX_FUNCTION_NAME];
int paramtype[MAX_PARAMETER];
int paramqual[MAX_PARAMETER];
int totparam;
} GPUFunction;
GPUFunction *GPU_lookup_function(const char *name);
/* 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_TEX_PIXEL,
GPU_SOURCE_TEX,
GPU_SOURCE_ATTRIB
} GPUDataSource;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
int tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
int attribtype;
const char *attribname;
int image;
int image_isdata;
int texture;
int texturesize;
void *ptr1, *ptr2;
int dynamic;
int dynamictype;
int type;
int users;
GPUTexture *dynamictex;
GPUBuiltin builtin;
struct GPUOutput *output;
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
int 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;
int type; /* datatype */
int source; /* data source */
int id; /* unique id as created by code generator */
int texid; /* number for multitexture */
int attribid; /* id for vertex attributes */
int bindtex; /* input is responsible for binding the texture? */
int definetex; /* input is responsible for defining the pixel? */
int textarget; /* GL_TEXTURE_* */
int textype; /* datatype */
struct Image *ima; /* image */
struct ImageUser *iuser;/* image user */
struct PreviewImage *prv; /* preview images & icons */
int image_isdata; /* image does not contain color data */
float *dynamicvec; /* vector data in case it is dynamic */
int dynamictype; /* origin of the dynamic uniform (GPUDynamicType) */
void *dynamicdata; /* data source of the dynamic uniform */
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;
int dynamictex; /* dynamic? */
int attribtype; /* attribute type */
char attribname[32]; /* attribute name */
int attribfirst; /* this is the first one that is bound */
GPUBuiltin builtin; /* builtin uniform */
} GPUInput;
struct GPUPass {
struct GPUPass *next, *prev;
ListBase inputs;
struct GPUOutput *output;
struct GPUShader *shader;
char *fragmentcode;
char *vertexcode;
const char *libcode;
};
typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin, const char *name);
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