192 lines
4.6 KiB
C++
192 lines
4.6 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_listBase.h"
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#include "GPU_material.h"
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#include "GL/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 GPUFrameBuffer;
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#define MAX_FUNCTION_NAME 64
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#define MAX_PARAMETER 32
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#define FUNCTION_QUAL_IN 0
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#define FUNCTION_QUAL_OUT 1
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#define FUNCTION_QUAL_INOUT 2
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typedef struct GPUFunction {
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char name[MAX_FUNCTION_NAME];
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int paramtype[MAX_PARAMETER];
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int paramqual[MAX_PARAMETER];
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int totparam;
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} GPUFunction;
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GPUFunction *GPU_lookup_function(const char *name);
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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_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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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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int 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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int attribtype;
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const char *attribname;
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int image;
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int texture;
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int texturesize;
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void *ptr1, *ptr2;
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int dynamic;
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int dynamictype;
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int type;
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int users;
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GPUTexture *dynamictex;
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GPUBuiltin builtin;
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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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int 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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int type; /* datatype */
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int 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 */
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int attribid; /* id for vertex attributes */
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int bindtex; /* input is responsible for binding the texture? */
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int definetex; /* input is responsible for defining the pixel? */
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int textarget; /* GL_TEXTURE_* */
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int textype; /* datatype */
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struct Image *ima; /* image */
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struct ImageUser *iuser;/* image user */
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float *dynamicvec; /* vector data in case it is dynamic */
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int dynamictype; /* origin of the dynamic uniform (GPUDynamicType) */
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void *dynamicdata; /* data source of the dynamic uniform */
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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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int dynamictex; /* dynamic? */
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int attribtype; /* attribute type */
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char attribname[32]; /* 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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} 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 *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, const char *name);
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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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