Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
		
			
				
	
	
		
			171 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			171 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This shader 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. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This shader 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 shader; 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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#ifndef __GPU_MATERIAL__
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#define __GPU_MATERIAL__
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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 Lamp;
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struct bNode;
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struct LinkNode;
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struct Scene;
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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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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 GPULamp GPULamp;
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/* Functions to create GPU Materials nodes */
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typedef enum GPUType {
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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_TEX1D = 1001,
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	GPU_TEX2D = 1002,
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	GPU_SHADOW2D = 1003,
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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,
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	GPU_OBJECT_MATRIX = 2,
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	GPU_INVERSE_VIEW_MATRIX = 4,
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	GPU_INVERSE_OBJECT_MATRIX = 8,
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	GPU_VIEW_POSITION = 16,
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	GPU_VIEW_NORMAL = 32,
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	GPU_OBCOLOR = 64
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} GPUBuiltin;
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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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} 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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	short hasinput;
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	short hasoutput;
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	short sockettype;
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} GPUNodeStack;
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GPUNodeLink *GPU_attribute(int type, const char *name);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_dynamic_uniform(float *num);
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GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
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GPUNodeLink *GPU_texture(int size, float *pixels);
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GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex);
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GPUNodeLink *GPU_socket(GPUNodeStack *sock);
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GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
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int GPU_link(GPUMaterial *mat, const char *name, ...);
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int 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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GPUBlendMode GPU_material_blend_mode(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_from_blender(struct Scene *scene, struct Material *ma);
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void GPU_material_free(struct Material *ma);
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void GPU_materials_free(void);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap);
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void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]);
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void GPU_material_unbind(GPUMaterial *material);
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int GPU_material_bound(GPUMaterial *material);
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void GPU_material_vertex_attributes(GPUMaterial *material,
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	struct GPUVertexAttribs *attrib);
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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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} 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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/* Lamps */
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GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
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void GPU_lamp_free(struct Object *ob);
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int GPU_lamp_has_shadow_buffer(GPULamp *lamp);
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void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]);
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void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
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void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4]);
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void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
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int GPU_lamp_shadow_layer(GPULamp *lamp);
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#ifdef __cplusplus
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}
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#endif
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#endif /*__GPU_MATERIAL__*/
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