* Rename functions and move to own header. * Add wrapper functions for glLight. * Auto detect if we can use faster code for solid lighting. * Various fixes for textured draw mode.
		
			
				
	
	
		
			90 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.4 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_simple_shader.h
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 *  \ingroup gpu
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 */
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#ifndef __GPU_SIMPLE_SHADER_H__
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#define __GPU_SIMPLE_SHADER_H__
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#include "BLI_utildefines.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 GPUSimpleShaderOption {
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	GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0),   /* replace diffuse with glcolor */
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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_OPTIONS_NUM = 5,
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	GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
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} GPUSimpleShaderOption;
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void GPU_simple_shaders_init(void);
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void GPU_simple_shaders_exit(void);
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void GPU_simple_shader_bind(int options);
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void GPU_simple_shader_unbind(void);
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void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
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	int shininess, float alpha);
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bool GPU_simple_shader_need_normals(void);
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/* Fixed Function Lighting */
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typedef struct GPULightData {
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	float position[4];
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	float diffuse[4];
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	float specular[4];
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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_direction[3];
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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_simple_shader_light_set(int light_num, GPULightData *light);
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void GPU_simple_shader_light_set_viewer(bool local);
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#ifdef __cplusplus
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}
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#endif
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#endif
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