Beside the obvious ARB -> GLSL change, the texture slicing algorithm had to be rewritten. Although this new algorithm has the same behaviour as the old one (view aligned slicing), it works with an arbitrary number of slices (which could eventually be set by the user), which means we can preallocate the buffer. The previous algorithm would slice from the begining to the end of the volume's bbox, and draw the slices as it generates them. Also support for ARB program was removed. Patch by myself, with some minor fixes by Brecht. Reviewers: brecht, #opengl_gfx Differential Revision: https://developer.blender.org/D1694
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2005 Blender Foundation.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): Brecht Van Lommel.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file GPU_shader.h
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#ifndef __GPU_SHADER_H__
|
|
#define __GPU_SHADER_H__
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
typedef struct GPUShader GPUShader;
|
|
struct GPUTexture;
|
|
|
|
/* GPU Shader
|
|
* - only for fragment shaders now
|
|
* - must call texture bind before setting a texture as uniform! */
|
|
|
|
enum {
|
|
GPU_SHADER_FLAGS_NONE = 0,
|
|
GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
|
|
};
|
|
|
|
GPUShader *GPU_shader_create(
|
|
const char *vertexcode,
|
|
const char *fragcode,
|
|
const char *geocode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
int input, int output, int number);
|
|
GPUShader *GPU_shader_create_ex(
|
|
const char *vertexcode,
|
|
const char *fragcode,
|
|
const char *geocode,
|
|
const char *libcode,
|
|
const char *defines,
|
|
int input, int output, int number,
|
|
const int flags);
|
|
void GPU_shader_free(GPUShader *shader);
|
|
|
|
void GPU_shader_bind(GPUShader *shader);
|
|
void GPU_shader_unbind(void);
|
|
|
|
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
|
|
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
|
|
int arraysize, const float *value);
|
|
void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
|
|
int arraysize, const int *value);
|
|
|
|
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
|
|
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
|
|
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
|
|
|
|
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
|
|
|
|
/* Builtin/Non-generated shaders */
|
|
typedef enum GPUBuiltinShader {
|
|
GPU_SHADER_VSM_STORE = 0,
|
|
GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
|
|
GPU_SHADER_SMOKE = 2,
|
|
GPU_SHADER_SMOKE_FIRE = 3,
|
|
} GPUBuiltinShader;
|
|
|
|
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
|
|
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
|
|
|
|
void GPU_shader_free_builtin_shaders(void);
|
|
|
|
/* Vertex attributes for shaders */
|
|
|
|
#define GPU_MAX_ATTRIB 32
|
|
|
|
typedef struct GPUVertexAttribs {
|
|
struct {
|
|
int type;
|
|
int glindex;
|
|
int gltexco;
|
|
int attribid;
|
|
char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
|
|
} layer[GPU_MAX_ATTRIB];
|
|
|
|
int totlayer;
|
|
} GPUVertexAttribs;
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* __GPU_SHADER_H__ */
|