122 lines
3.7 KiB
C++
122 lines
3.7 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_basic_shader.h
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* \ingroup gpu
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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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#include "BLI_utildefines.h"
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#include "GPU_glew.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Fixed Function Shader */
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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_SOLID_LIGHTING = (1 << 4), /* use faster lighting (set automatically) */
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GPU_SHADER_STIPPLE = (1 << 5), /* use stipple */
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GPU_SHADER_LINE = (1 << 6), /* draw lines */
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GPU_SHADER_OPTIONS_NUM = 7,
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GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM)
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} GPUBasicShaderOption;
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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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GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
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GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
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GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
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GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
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GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
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GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
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} GPUBasicShaderStipple;
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void GPU_basic_shaders_init(void);
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void GPU_basic_shaders_exit(void);
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void GPU_basic_shader_bind(int options);
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int GPU_basic_shader_bound_options(void);
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void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
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int shininess, float alpha);
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/* Fixed Function Lighting */
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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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typedef struct GPULightData {
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GPULightType type;
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float position[3];
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float direction[3];
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float diffuse[3];
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float specular[3];
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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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float spot_cutoff;
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float spot_exponent;
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} GPULightData;
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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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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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#ifdef __cplusplus
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}
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#endif
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#endif
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