- code_generate_fragment : Making sure that shaders uses the new uniforms. - code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c). - add support for ramp textures.
		
			
				
	
	
		
			348 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			348 lines
		
	
	
		
			12 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 GPU_material.h
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 *  \ingroup gpu
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 */
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#ifndef __GPU_MATERIAL_H__
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#define __GPU_MATERIAL_H__
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#include "DNA_customdata_types.h" /* for CustomDataType */
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#include "DNA_listBase.h"
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#include "BLI_sys_types.h" /* for bool */
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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 Scene;
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struct SceneRenderLayer;
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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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struct PreviewImage;
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struct World;
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struct bNodeTree;
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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 GPUParticleInfo GPUParticleInfo;
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/* Functions to create GPU Materials nodes */
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typedef enum GPUType {
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	/* The value indicates the number of elements in each type */
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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_TEXCUBE = 1004,
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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 << 0),
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	GPU_OBJECT_MATRIX =         (1 << 1),
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	GPU_INVERSE_VIEW_MATRIX =   (1 << 2),
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	GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
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	GPU_VIEW_POSITION =         (1 << 4),
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	GPU_VIEW_NORMAL =           (1 << 5),
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	GPU_OBCOLOR =               (1 << 6),
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	GPU_AUTO_BUMPSCALE =        (1 << 7),
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	GPU_CAMERA_TEXCO_FACTORS =  (1 << 8),
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	GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
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	GPU_PARTICLE_LOCATION =	    (1 << 10),
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	GPU_PARTICLE_VELOCITY =     (1 << 11),
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	GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
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	GPU_LOC_TO_VIEW_MATRIX =    (1 << 13),
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	GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
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	GPU_OBJECT_INFO =           (1 << 15)
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} GPUBuiltin;
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typedef enum GPUOpenGLBuiltin {
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	GPU_MATCAP_NORMAL = 1,
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	GPU_COLOR = 2,
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} GPUOpenGLBuiltin;
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typedef enum GPUMatType {
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	GPU_MATERIAL_TYPE_MESH  = 1,
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	GPU_MATERIAL_TYPE_WORLD = 2,
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} GPUMatType;
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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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	GPU_BLEND_ALPHA_TO_COVERAGE = 16
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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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	bool hasinput;
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	bool hasoutput;
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	short sockettype;
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} GPUNodeStack;
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#define GPU_DYNAMIC_GROUP_FROM_TYPE(f) ((f) & 0xFFFF0000)
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#define GPU_DYNAMIC_GROUP_MISC     0x00010000
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#define GPU_DYNAMIC_GROUP_LAMP     0x00020000
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#define GPU_DYNAMIC_GROUP_OBJECT   0x00030000
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#define GPU_DYNAMIC_GROUP_SAMPLER  0x00040000
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#define GPU_DYNAMIC_GROUP_MIST     0x00050000
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#define GPU_DYNAMIC_GROUP_WORLD    0x00060000
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#define GPU_DYNAMIC_GROUP_MAT      0x00070000
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typedef enum GPUDynamicType {
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	GPU_DYNAMIC_NONE                 = 0,
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	GPU_DYNAMIC_OBJECT_VIEWMAT       = 1  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_MAT           = 2  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_VIEWIMAT      = 3  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_IMAT          = 4  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_COLOR         = 5  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 6  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT  = 7  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT = 8  | GPU_DYNAMIC_GROUP_OBJECT,
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	GPU_DYNAMIC_LAMP_DYNVEC          = 1  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DYNCO           = 2  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DYNIMAT         = 3  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DYNPERSMAT      = 4  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DYNENERGY       = 5  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DYNCOL          = 6  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_DISTANCE        = 7  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_ATT1            = 8  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_ATT2            = 9  | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_SPOTSIZE        = 10 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_SPOTBLEND       = 11 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_SPOTSCALE       = 12 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_COEFFCONST      = 13 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_COEFFLIN        = 14 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_LAMP_COEFFQUAD       = 15 | GPU_DYNAMIC_GROUP_LAMP,
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	GPU_DYNAMIC_SAMPLER_2DBUFFER     = 1  | GPU_DYNAMIC_GROUP_SAMPLER,
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	GPU_DYNAMIC_SAMPLER_2DIMAGE      = 2  | GPU_DYNAMIC_GROUP_SAMPLER,
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	GPU_DYNAMIC_SAMPLER_2DSHADOW     = 3  | GPU_DYNAMIC_GROUP_SAMPLER,
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	GPU_DYNAMIC_MIST_ENABLE          = 1  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_MIST_START           = 2  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_MIST_DISTANCE        = 3  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_MIST_INTENSITY       = 4  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_MIST_TYPE            = 5  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_MIST_COLOR           = 6  | GPU_DYNAMIC_GROUP_MIST,
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	GPU_DYNAMIC_HORIZON_COLOR        = 1  | GPU_DYNAMIC_GROUP_WORLD,
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	GPU_DYNAMIC_AMBIENT_COLOR        = 2  | GPU_DYNAMIC_GROUP_WORLD,
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	GPU_DYNAMIC_ZENITH_COLOR         = 3  | GPU_DYNAMIC_GROUP_WORLD,
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	GPU_DYNAMIC_MAT_DIFFRGB          = 1  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_REF              = 2  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_SPECRGB          = 3  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_SPEC             = 4  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_HARD             = 5  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_EMIT             = 6  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_AMB              = 7  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_ALPHA            = 8  | GPU_DYNAMIC_GROUP_MAT,
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	GPU_DYNAMIC_MAT_MIR              = 9  | GPU_DYNAMIC_GROUP_MAT
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} GPUDynamicType;
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GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data);
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GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
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GPUNodeLink *GPU_cube_map(struct Image *ima, struct ImageUser *iuser, bool is_data);
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GPUNodeLink *GPU_image_preview(struct PreviewImage *prv);
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GPUNodeLink *GPU_texture(int size, float *pixels);
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GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, GPUDynamicType dynamictype, void *data);
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GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
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GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin);
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void GPU_node_link_set_type(GPUNodeLink *link, GPUType type);
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bool GPU_link(GPUMaterial *mat, const char *name, ...);
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bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
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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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GPUBuiltin GPU_get_material_builtins(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_world(struct Scene *scene, struct World *wo);
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GPUMaterial *GPU_material_from_nodetree(
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        struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, void *engine_type, int options,
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        const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
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GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
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GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
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void GPU_material_free(struct ListBase *gpumaterial);
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void GPU_materials_free(void);
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void GPU_material_bind(
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        GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
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        float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
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void GPU_material_bind_uniforms(
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        GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
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        float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
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void GPU_material_unbind(GPUMaterial *material);
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bool GPU_material_bound(GPUMaterial *material);
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struct Scene *GPU_material_scene(GPUMaterial *material);
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GPUMatType GPU_Material_get_type(GPUMaterial *material);
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struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
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void GPU_material_vertex_attributes(GPUMaterial *material,
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	struct GPUVertexAttribs *attrib);
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bool GPU_material_do_color_management(GPUMaterial *mat);
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bool GPU_material_use_new_shading_nodes(GPUMaterial *mat);
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bool GPU_material_use_world_space_shading(GPUMaterial *mat);
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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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	GPUNodeLink *spectra, *mir, *refcol;
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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 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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	struct Material *material;/* when type=GPU_DYNAMIC_MAT_... */
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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:
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	                           * 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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GPUNodeLink *GPU_lamp_get_data(
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        GPUMaterial *mat, struct GPULamp *lamp,
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        GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy);
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/* World */
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void GPU_mist_update_enable(short enable);
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void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]);
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void GPU_horizon_update_color(float color[3]);
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void GPU_ambient_update_color(float color[3]);
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void GPU_zenith_update_color(float color[3]);
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struct GPUParticleInfo
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{
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	float scalprops[4];
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	float location[3];
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	float velocity[3];
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	float angular_velocity[3];
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	int random_id;
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};
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#ifdef WITH_OPENSUBDIV
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struct DerivedMesh;
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void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
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                                     struct DerivedMesh *dm);
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /*__GPU_MATERIAL_H__*/
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