 5ed5ed59c3
			
		
	
	5ed5ed59c3
	
	
	
		
			
			This does not address stapling shader in 2.8, though the solution can be similar (own shader, not polutting interlace shader). part of T49043 Reviewers: merwin Differential Revision: https://developer.blender.org/D2440
		
			
				
	
	
		
			138 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			4.2 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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| 
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| /** \file GPU_basic_shader.h
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|  *  \ingroup gpu
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|  */
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| 
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| #ifndef __GPU_BASIC_SHADER_H__
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| #define __GPU_BASIC_SHADER_H__
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| 
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| #include "BLI_utildefines.h"
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| #include "GPU_glew.h"
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| 
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /* Fixed Function Shader */
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| 
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| typedef enum GPUBasicShaderOption {
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| 	GPU_SHADER_USE_COLOR =        (1 << 0),   /* use glColor, for lighting it replaces diffuse */
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| 	GPU_SHADER_LIGHTING =         (1 << 1),   /* use lighting */
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| 	GPU_SHADER_TWO_SIDED =        (1 << 2),   /* flip normals towards viewer */
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| 	GPU_SHADER_TEXTURE_2D =       (1 << 3),   /* use 2D texture to replace diffuse color */
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| 	GPU_SHADER_TEXTURE_RECT =     (1 << 4),   /* same as GPU_SHADER_TEXTURE_2D, for GL_TEXTURE_RECTANGLE */
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| 
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| 	GPU_SHADER_SOLID_LIGHTING =   (1 << 5),   /* use faster lighting (set automatically) */
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| 	GPU_SHADER_STIPPLE =          (1 << 6),   /* use stipple */
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| 	GPU_SHADER_LINE =             (1 << 7),   /* draw lines */
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| 	GPU_SHADER_FLAT_NORMAL =      (1 << 8),   /* use flat normals */
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| 	GPU_SHADER_OPTIONS_NUM = 9,
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| 	GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM)
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| } GPUBasicShaderOption;
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| 
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| /* Keep these in sync with gpu_shader_basic_frag.glsl */
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| typedef enum GPUBasicShaderStipple {
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| 	GPU_SHADER_STIPPLE_HALFTONE                        = 0,
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| 	GPU_SHADER_STIPPLE_QUARTTONE                       = 1,
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| 	GPU_SHADER_STIPPLE_CHECKER_8PX                     = 2,
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| 	GPU_SHADER_STIPPLE_HEXAGON                         = 3,
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| 	GPU_SHADER_STIPPLE_DIAG_STRIPES                    = 4,
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| 	GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP               = 5,
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| } GPUBasicShaderStipple;
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| 
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| void GPU_basic_shaders_init(void);
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| void GPU_basic_shaders_exit(void);
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| 
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| void GPU_basic_shader_bind(int options);
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| void GPU_basic_shader_bind_enable(int options);
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| void GPU_basic_shader_bind_disable(int options);
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| 
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| int GPU_basic_shader_bound_options(void);
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| 
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| /* Only use for small blocks of code that don't support glsl shader. */
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| #define GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options) \
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| if (GPU_basic_shader_use_glsl_get()) { \
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| 	if ((bound_options = GPU_basic_shader_bound_options())) { \
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| 		GPU_basic_shader_bind(0); \
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| 	} \
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| } \
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| else { bound_options = 0; } ((void)0)
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| #define GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options) \
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| if (GPU_basic_shader_use_glsl_get()) { \
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| 	if (bound_options) { \
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| 		GPU_basic_shader_bind(bound_options); \
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| 	} \
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| } ((void)0)
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| 
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| 
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| void GPU_basic_shader_colors(
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|         const float diffuse[3], const float specular[3],
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|         int shininess, float alpha);
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| 
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| /* Fixed Function Lighting */
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| 
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| typedef enum GPULightType {
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| 	GPU_LIGHT_POINT,
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| 	GPU_LIGHT_SPOT,
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| 	GPU_LIGHT_SUN
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| } GPULightType;
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| 
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| typedef struct GPULightData {
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| 	GPULightType type;
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| 
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| 	float position[3];
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| 	float direction[3];
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| 
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| 	float diffuse[3];
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| 	float specular[3];
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| 
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| 	float constant_attenuation;
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| 	float linear_attenuation;
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| 	float quadratic_attenuation;
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| 
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| 	float spot_cutoff;
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| 	float spot_exponent;
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| } GPULightData;
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| 
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| void GPU_basic_shader_light_set(int light_num, GPULightData *light);
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| void GPU_basic_shader_light_set_viewer(bool local);
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| void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
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| void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
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| void GPU_basic_shader_line_width(float line_width);
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| 
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| bool GPU_basic_shader_use_glsl_get(void);
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| void GPU_basic_shader_use_glsl_set(bool enabled);
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| 
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| #ifdef __cplusplus
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| }
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| #endif
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| 
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| #endif
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| 
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