100 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			3.0 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): Antony Riakiotakis.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file GPU_compositing.h
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 *  \ingroup gpu
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 */
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#ifndef __GPU_COMPOSITING_H__
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#define __GPU_COMPOSITING_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
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typedef struct GPUFX GPUFX;
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struct GPUDOFSettings;
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struct GPUSSAOSettings;
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struct GPUOffScreen;
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struct GPUFXSettings;
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struct rcti;
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struct Scene;
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enum eGPUFXFlags;
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/**** Public API *****/
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typedef enum GPUFXShaderEffect {
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	/* Screen space ambient occlusion shader */
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	GPU_SHADER_FX_SSAO = 1,
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	/* depth of field passes. Yep, quite a complex effect */
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	GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
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	/* high quality */
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	GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE = 7,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO = 8,
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	GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE = 9,
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	GPU_SHADER_FX_DEPTH_RESOLVE = 10,
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} GPUFXShaderEffect;
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/* keep in synch with enum above! */
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#define MAX_FX_SHADERS 11
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/* generate a new FX compositor */
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GPUFX *GPU_fx_compositor_create(void);
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/* destroy a text compositor */
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void GPU_fx_compositor_destroy(GPUFX *fx);
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/* initialize a framebuffer with size taken from the viewport */
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bool GPU_fx_compositor_initialize_passes(
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        GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
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        const struct GPUFXSettings *fx_settings);
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/* do compositing on the fx passes that have been initialized */
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bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs);
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/* bind new depth buffer for XRay pass */
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void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray);
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/* resolve a final depth buffer by compositing the XRay and normal depth buffers */
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void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
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void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
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void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
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#ifdef __cplusplus
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}
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#endif
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#endif // __GPU_COMPOSITING_H__
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