406 lines
12 KiB
C
406 lines
12 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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struct GPUUniformBuffer;
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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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typedef enum eGPUShaderTFBType {
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GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
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GPU_SHADER_TFB_POINTS = 1,
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GPU_SHADER_TFB_LINES = 2,
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GPU_SHADER_TFB_TRIANGLES = 3,
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} eGPUShaderTFBType;
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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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const char *shader_name);
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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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const eGPUShaderTFBType tf_type,
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const char **tf_names,
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const int tf_count,
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const char *shader_name);
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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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/* Returns true if transform feedback was successfully enabled. */
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bool GPU_shader_transform_feedback_enable(GPUShader *shader, unsigned int vbo_id);
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void GPU_shader_transform_feedback_disable(GPUShader *shader);
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int GPU_shader_get_program(GPUShader *shader);
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void *GPU_shader_get_interface(GPUShader *shader);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name);
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(
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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(
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GPUShader *shader, int location, int length,
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int arraysize, const int *value);
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void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
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void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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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 eGPUBuiltinShader {
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_TEXT_SIMPLE,
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GPU_SHADER_EDGES_FRONT_BACK_PERSP,
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GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
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GPU_SHADER_EDGES_OVERLAY_SIMPLE,
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GPU_SHADER_EDGES_OVERLAY,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
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/* for simple 2D drawing */
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/**
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_UNIFORM_COLOR,
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/**
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* Take a 2D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_FLAT_COLOR,
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/**
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* Take a 2D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_SMOOTH_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
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GPU_SHADER_2D_IMAGE,
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GPU_SHADER_2D_IMAGE_COLOR,
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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/* Sets Z-depth to 1.0 (draw onto background). */
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GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
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GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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/**
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* Take a 3D position for each vertex and output only depth.
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*
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_DEPTH_ONLY,
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB,
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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/**
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* Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param alpha: uniform float
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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/**
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* Draw linearized depth texture relate to near and far distances.
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* Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param znear: uniform float
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* \param zfar: uniform float
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_DEPTH,
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GPU_SHADER_3D_IMAGE_DEPTH_COPY,
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/* stereo 3d */
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GPU_SHADER_2D_IMAGE_INTERLACE,
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/* points */
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 2D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param outlineColor: uniform vec4
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec2
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*/
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a hardcoded size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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/**
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* Draw round points with a constant size.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param size: uniform float
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* \param outlineWidth: uniform float
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* \param color: uniform vec4
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* \param outlineColor: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/**
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* Draw round points with a constant size and an outline.
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param size: in float
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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/**
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* Draw round points with a constant size and an outline. Take a 3D position and a color for each vertex.
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*
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* \param size: in float
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* lamp drawing */
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GPU_SHADER_3D_GROUNDPOINT,
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GPU_SHADER_3D_GROUNDLINE,
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GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
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/* bone drawing */
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GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
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GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
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/* camera drawing */
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GPU_SHADER_CAMERA,
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/* distance in front of objects */
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GPU_SHADER_DISTANCE_LINES,
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/* axis name */
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
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/* instance */
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GPU_SHADER_INSTANCE_UNIFORM_COLOR,
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GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
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GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
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/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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GPU_SHADER_GPENCIL_FILL,
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/* specialized for widget drawing */
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GPU_SHADER_2D_AREA_EDGES,
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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/* specialized for edituv drawing */
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GPU_SHADER_2D_UV_UNIFORM_COLOR,
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GPU_SHADER_2D_UV_VERTS,
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GPU_SHADER_2D_UV_FACEDOTS,
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GPU_SHADER_2D_UV_EDGES,
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GPU_SHADER_2D_UV_EDGES_SMOOTH,
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GPU_SHADER_2D_UV_FACES,
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GPU_SHADER_2D_UV_FACES_STRETCH_AREA,
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GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE,
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/* Selection */
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GPU_SHADER_3D_FLAT_SELECT_ID,
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GPU_SHADER_3D_UNIFORM_SELECT_ID,
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GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
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} eGPUBuiltinShader;
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/** Keep these in sync with:
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* - `gpu_shader_image_interlace_frag.glsl`
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* - `gpu_shader_image_rect_interlace_frag.glsl`
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*/
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typedef enum eGPUInterlaceShader {
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GPU_SHADER_INTERLACE_ROW = 0,
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GPU_SHADER_INTERLACE_COLUMN = 1,
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GPU_SHADER_INTERLACE_CHECKER = 2,
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} eGPUInterlaceShader;
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GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
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void GPU_shader_get_builtin_shader_code(
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eGPUBuiltinShader shader,
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const char **r_vert, const char **r_frag,
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const char **r_geom, const char **r_defines);
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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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