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authorAlexander Romanov <a.romanov@blend4web.com>2015-07-14 19:48:54 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-07-14 19:52:29 +0300
commit38940662e540743a6a8da287390a02a9f3f76f6d (patch)
treef29f438c5365e2ea2699853ef9510ee676273dc7 /source/blender/gpu/GPU_material.h
parent107e34407d0ae4120cc7a12fdb208986a0b47d8e (diff)
Particle Info node support for GLSL mode and the internal render.
With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h16
1 files changed, 15 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index b8a7fca1380..5995366c095 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -62,6 +62,7 @@ typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
typedef struct GPUMaterial GPUMaterial;
typedef struct GPULamp GPULamp;
+typedef struct GPUParticleInfo GPUParticleInfo;
/* Functions to create GPU Materials nodes */
@@ -90,6 +91,10 @@ typedef enum GPUBuiltin {
GPU_OBCOLOR = (1 << 6),
GPU_AUTO_BUMPSCALE = (1 << 7),
GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
+ GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
+ GPU_PARTICLE_LOCATION = (1 << 10),
+ GPU_PARTICLE_VELOCITY = (1 << 11),
+ GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
@@ -189,6 +194,7 @@ GPUNodeLink *GPU_texture(int size, float *pixels);
GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, GPUDynamicType dynamictype, void *data);
GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin);
+void GPU_node_link_set_type(GPUNodeLink *link, GPUType type);
bool GPU_link(GPUMaterial *mat, const char *name, ...);
bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
@@ -208,7 +214,7 @@ void GPU_materials_free(void);
bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
-void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
+void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale, GPUParticleInfo *pi);
void GPU_material_unbind(GPUMaterial *material);
bool GPU_material_bound(GPUMaterial *material);
struct Scene *GPU_material_scene(GPUMaterial *material);
@@ -308,6 +314,14 @@ void GPU_mist_update_values(int type, float start, float dist, float inten, floa
void GPU_horizon_update_color(float color[3]);
void GPU_ambient_update_color(float color[3]);
+typedef struct GPUParticleInfo
+{
+ float scalprops[4];
+ float location[3];
+ float velocity[3];
+ float angular_velocity[3];
+} GPUParticleInfo;
+
#ifdef __cplusplus
}
#endif