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author | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
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committer | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
commit | ae4fda82b026ae6e2b003c1105f329b7e76582b0 (patch) | |
tree | 1dfe2a3f3e1dd3dabe22c51a96ffdc07575f1bc5 /source/blender/gpu/GPU_extensions.h | |
parent | 7cb037db8628c0522fb8c143d461e2054b616771 (diff) |
Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r-- | source/blender/gpu/GPU_extensions.h | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index 5f541e2e8e6..d5ca95acae8 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -109,6 +109,7 @@ GPUTexture *GPU_texture_create_1D(int w, float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels); GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]); +GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]); GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, double time, int mipmap); void GPU_texture_free(GPUTexture *tex); @@ -140,6 +141,7 @@ void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_free(GPUFrameBuffer *fb); void GPU_framebuffer_restore(void); +void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex); /* GPU OffScreen * - wrapper around framebuffer and texture for simple offscreen drawing @@ -169,6 +171,15 @@ void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex int GPU_shader_get_attribute(GPUShader *shader, const char *name); +/* Builtin/Non-generated shaders */ +typedef enum GPUBuiltinShader { + GPU_SHADER_VSM_STORE = (1<<0), + GPU_SHADER_SEP_GAUSSIAN_BLUR = (1<<1), +} GPUBuiltinShader; + +GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader); +void GPU_shader_free_builtin_shaders(); + /* Vertex attributes for shaders */ #define GPU_MAX_ATTRIB 32 |