diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/gpu/GPU_material.h | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff) |
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index c372bfaf218..5adc447e711 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -110,6 +110,7 @@ typedef enum eGPUMatFlag { GPU_MATFLAG_GLOSSY = (1 << 1), GPU_MATFLAG_REFRACT = (1 << 2), GPU_MATFLAG_SSS = (1 << 3), + GPU_MATFLAG_BARYCENTRIC = (1 << 4), } eGPUMatFlag; typedef enum eGPUBlendMode { @@ -137,6 +138,13 @@ typedef enum eGPUMaterialStatus { GPU_MAT_SUCCESS, } eGPUMaterialStatus; +typedef void(GPUMaterialEvalCallbackFn)(GPUMaterial *mat, + int options, + const char **vert_code, + const char **geom_code, + const char **frag_lib, + const char **defines); + GPUNodeLink *GPU_constant(const float *num); GPUNodeLink *GPU_uniform(const float *num); GPUNodeLink *GPU_attribute(GPUMaterial *mat, CustomDataType type, const char *name); @@ -190,7 +198,8 @@ GPUMaterial *GPU_material_from_nodetree(struct Scene *scene, const char *geom_code, const char *frag_lib, const char *defines, - const char *name); + const char *name, + GPUMaterialEvalCallbackFn *callback); void GPU_material_compile(GPUMaterial *mat); void GPU_material_free(struct ListBase *gpumaterial); |