118 lines
3.6 KiB
C
118 lines
3.6 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) 2016 by Mike Erwin.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/GPU_vertex_format.h
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* \ingroup gpu
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*
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* GPU vertex format
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*/
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#ifndef __GPU_VERTEX_FORMAT_H__
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#define __GPU_VERTEX_FORMAT_H__
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#include "GPU_common.h"
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#define GPU_VERT_ATTR_MAX_LEN 16
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#define GPU_VERT_ATTR_MAX_NAMES 3
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#define GPU_VERT_ATTR_NAME_AVERAGE_LEN 11
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#define GPU_VERT_ATTR_NAMES_BUF_LEN ((GPU_VERT_ATTR_NAME_AVERAGE_LEN + 1) * GPU_VERT_ATTR_MAX_LEN)
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typedef enum {
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GPU_COMP_I8,
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GPU_COMP_U8,
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GPU_COMP_I16,
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GPU_COMP_U16,
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GPU_COMP_I32,
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GPU_COMP_U32,
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GPU_COMP_F32,
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GPU_COMP_I10
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} GPUVertCompType;
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typedef enum {
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GPU_FETCH_FLOAT,
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GPU_FETCH_INT,
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GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */
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GPU_FETCH_INT_TO_FLOAT /* 127 (any int type) -> 127.0 */
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} GPUVertFetchMode;
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typedef struct GPUVertAttr {
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GPUVertFetchMode fetch_mode;
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GPUVertCompType comp_type;
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uint gl_comp_type;
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uint comp_len; /* 1 to 4 or 8 or 12 or 16 */
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uint sz; /* size in bytes, 1 to 64 */
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uint offset; /* from beginning of vertex, in bytes */
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uint name_len; /* up to GPU_VERT_ATTR_MAX_NAMES */
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const char *name[GPU_VERT_ATTR_MAX_NAMES];
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} GPUVertAttr;
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typedef struct GPUVertFormat {
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uint attr_len; /* 0 to 16 (GPU_VERT_ATTR_MAX_LEN) */
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uint name_len; /* total count of active vertex attrib */
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uint stride; /* stride in bytes, 1 to 256 */
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uint name_offset;
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bool packed;
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char names[GPU_VERT_ATTR_NAMES_BUF_LEN];
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GPUVertAttr attribs[GPU_VERT_ATTR_MAX_LEN]; /* TODO: variable-size attribs array */
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} GPUVertFormat;
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struct GPUShaderInterface;
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void GPU_vertformat_clear(GPUVertFormat *);
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void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src);
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void GPU_vertformat_from_interface(GPUVertFormat *format, const struct GPUShaderInterface *shaderface);
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uint GPU_vertformat_attr_add(
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GPUVertFormat *, const char *name,
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GPUVertCompType, uint comp_len, GPUVertFetchMode);
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void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
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int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name);
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/**
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* This makes the "virtual" attribs with suffixes "0", "1", "2" to access triangle data in the vertex
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* shader.
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*
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* IMPORTANT:
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* - Call this before creating the vertex buffer and after creating all attributes
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* - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION.
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**/
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void GPU_vertformat_triple_load(GPUVertFormat *format);
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/* format conversion */
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typedef struct GPUPackedNormal {
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int x : 10;
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int y : 10;
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int z : 10;
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int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
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} GPUPackedNormal;
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GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]);
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GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]);
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#endif /* __GPU_VERTEX_FORMAT_H__ */
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