Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
88 lines
3.1 KiB
C++
88 lines
3.1 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_framebuffer.h
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* \ingroup gpu
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*/
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#ifndef __GPU_FRAMEBUFFER_H__
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#define __GPU_FRAMEBUFFER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUFrameBuffer GPUFrameBuffer;
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typedef struct GPUOffScreen GPUOffScreen;
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struct GPUTexture;
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/* GPU Framebuffer
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* - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
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* multiple FBO's may be created, to get around limitations on the number
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* of attached textures and the dimension requirements.
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* - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
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* be called before rendering to the window framebuffer again */
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void GPU_texture_bind_as_framebuffer(struct GPUTexture *tex);
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GPUFrameBuffer *GPU_framebuffer_create(void);
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bool GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
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void GPU_framebuffer_texture_detach(struct GPUTexture *tex);
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void GPU_framebuffer_bind(GPUFrameBuffer *fb);
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void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot);
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void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, struct GPUTexture *tex);
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void GPU_framebuffer_free(GPUFrameBuffer *fb);
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bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
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void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
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bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
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void GPU_framebuffer_restore(void);
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void GPU_framebuffer_blur(
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GPUFrameBuffer *fb, struct GPUTexture *tex,
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GPUFrameBuffer *blurfb, struct GPUTexture *blurtex);
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/* GPU OffScreen
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* - wrapper around framebuffer and texture for simple offscreen drawing
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* - changes size if graphics card can't support it */
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_out[256]);
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void GPU_offscreen_free(GPUOffScreen *ofs);
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void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
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void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels);
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int GPU_offscreen_width(const GPUOffScreen *ofs);
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int GPU_offscreen_height(const GPUOffScreen *ofs);
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int GPU_offscreen_color_texture(const GPUOffScreen *ofs);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_FRAMEBUFFER_H__ */
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