122 lines
3.5 KiB
C
122 lines
3.5 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_shader.h
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* \ingroup gpu
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*/
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#ifndef __GPU_SHADER_H__
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#define __GPU_SHADER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUShader GPUShader;
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struct GPUTexture;
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/* GPU Shader
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* - only for fragment shaders now
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* - must call texture bind before setting a texture as uniform! */
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enum {
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GPU_SHADER_FLAGS_NONE = 0,
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GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
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GPU_SHADER_FLAGS_NEW_SHADING = (1 << 1),
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};
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GPUShader *GPU_shader_create(
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const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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int input, int output, int number);
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GPUShader *GPU_shader_create_ex(
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const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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int input, int output, int number,
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const int flags);
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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void *GPU_shader_get_interface(GPUShader *shader);
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void GPU_shader_set_interface(GPUShader *shader, void *interface);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
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int arraysize, const float *value);
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void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
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int arraysize, const int *value);
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void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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/* Builtin/Non-generated shaders */
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typedef enum GPUBuiltinShader {
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GPU_SHADER_VSM_STORE = 0,
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GPU_SHADER_SEP_GAUSSIAN_BLUR = 1,
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GPU_SHADER_SMOKE = 2,
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GPU_SHADER_SMOKE_FIRE = 3,
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GPU_SHADER_SMOKE_COBA = 4,
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} GPUBuiltinShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
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void GPU_shader_free_builtin_shaders(void);
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/* Vertex attributes for shaders */
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#define GPU_MAX_ATTRIB 32
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typedef struct GPUVertexAttribs {
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struct {
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int type;
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int glindex;
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int glinfoindoex;
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int gltexco;
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int attribid;
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char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
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} layer[GPU_MAX_ATTRIB];
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int totlayer;
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} GPUVertexAttribs;
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_SHADER_H__ */
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