175 lines
5.5 KiB
C++
175 lines
5.5 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_draw.h
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* \ingroup gpu
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*/
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#ifndef __GPU_DRAW_H__
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#define __GPU_DRAW_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ImBuf;
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struct Image;
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struct ImageUser;
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struct MTexPoly;
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struct Object;
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struct Scene;
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struct View3D;
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struct RegionView3D;
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struct SmokeModifierData;
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struct DupliObject;
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/* OpenGL drawing functions related to shading. These are also
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* shared with the game engine, where there were previously
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* duplicates of some of these functions. */
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/* Initialize
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* - sets the default Blender opengl state, if in doubt, check
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* the contents of this function
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* - this is called when starting Blender, for opengl rendering,
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* and for switching back from the game engine for example. */
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void GPU_state_init(void);
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/* Material drawing
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* - first the state is initialized by a particular object and
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* it's materials
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* - after this, materials can be quickly enabled by their number,
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* GPU_object_material_bind returns 0 if drawing should be skipped
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* - after drawing, the material must be disabled again */
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void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
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struct Scene *scene, struct Object *ob, bool glsl, bool *do_alpha_after);
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void GPU_end_object_materials(void);
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bool GPU_object_materials_check(void);
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int GPU_object_material_bind(int nr, void *attribs);
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void GPU_object_material_unbind(void);
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int GPU_object_material_visible(int nr, void *attribs);
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void GPU_begin_dupli_object(struct DupliObject *dob);
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void GPU_end_dupli_object(void);
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void GPU_material_diffuse_get(int nr, float diff[4]);
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bool GPU_material_use_matcaps_get(void);
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void GPU_set_material_alpha_blend(int alphablend);
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int GPU_get_material_alpha_blend(void);
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/* TexFace drawing
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* - this is mutually exclusive with material drawing, a mesh should
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* be drawn using one or the other
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* - passing NULL clears the state again */
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int GPU_set_tpage(struct MTexPoly *mtexpoly, int mipmap, int transp);
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void GPU_clear_tpage(bool force);
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/* Lights
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* - returns how many lights were enabled
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* - this affects fixed functions materials and texface, not glsl */
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int GPU_default_lights(void);
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int GPU_scene_object_lights(
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struct Scene *scene, struct Object *ob,
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int lay, float viewmat[4][4], int ortho);
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/* Text render
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* - based on moving uv coordinates */
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void GPU_render_text(
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struct MTexPoly *mtexpoly, int mode,
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const char *textstr, int textlen, unsigned int *col,
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const float *v_quad[4], const float *uv_quad[4],
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int glattrib);
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/* Mipmap settings
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* - these will free textures on changes */
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void GPU_set_mipmap(bool mipmap);
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bool GPU_get_mipmap(void);
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void GPU_set_linear_mipmap(bool linear);
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bool GPU_get_linear_mipmap(void);
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void GPU_paint_set_mipmap(bool mipmap);
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/* Anisotropic filtering settings
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* - these will free textures on changes */
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void GPU_set_anisotropic(float value);
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float GPU_get_anisotropic(void);
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/* enable gpu mipmapping */
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void GPU_set_gpu_mipmapping(int gpu_mipmap);
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/* Image updates and free
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* - these deal with images bound as opengl textures */
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void GPU_paint_update_image(struct Image *ima, struct ImageUser *iuser, int x, int y, int w, int h);
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void GPU_update_images_framechange(void);
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int GPU_update_image_time(struct Image *ima, double time);
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int GPU_verify_image(
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struct Image *ima, struct ImageUser *iuser,
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int textarget, int tftile, bool compare, bool mipmap, bool is_data);
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void GPU_create_gl_tex(
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unsigned int *bind, unsigned int *rect, float *frect, int rectw, int recth,
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int textarget, bool mipmap, bool use_hight_bit_depth, struct Image *ima);
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void GPU_create_gl_tex_compressed(
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unsigned int *bind, unsigned int *pix, int x, int y, int mipmap,
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int textarget, struct Image *ima, struct ImBuf *ibuf);
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bool GPU_upload_dxt_texture(struct ImBuf *ibuf);
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void GPU_free_image(struct Image *ima);
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void GPU_free_images(void);
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void GPU_free_images_anim(void);
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void GPU_free_images_old(void);
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/* smoke drawing functions */
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void GPU_free_smoke(struct SmokeModifierData *smd);
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void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
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/* Delayed free of OpenGL buffers by main thread */
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void GPU_free_unused_buffers(void);
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#ifdef WITH_OPENSUBDIV
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struct DerivedMesh;
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void GPU_draw_update_fvar_offset(struct DerivedMesh *dm);
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#endif
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/* utilities */
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void GPU_select_index_set(int index);
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void GPU_select_index_get(int index, int *r_col);
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int GPU_select_to_index(unsigned int col);
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void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
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#ifdef __cplusplus
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}
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#endif
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#endif
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