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author | Clément Foucault <foucault.clem@gmail.com> | 2017-02-07 13:20:15 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-02-07 13:31:22 +0300 |
commit | 83adc544382689217e19564fd5f2dd62160956cb (patch) | |
tree | 1026a590c1079b4907a6cab43e2c5759339c4350 /source/blender/gpu/GPU_shader.h | |
parent | aeb8e81f2741aabc95d14bce7a83cef45481959c (diff) |
Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
--------------------
* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 394e751ed9b..b36954dd010 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -38,6 +38,7 @@ extern "C" { typedef struct GPUShader GPUShader; struct GPUTexture; +struct GPUUniformBuffer; /* GPU Shader * - only for fragment shaders now @@ -69,14 +70,17 @@ void GPU_shader_free(GPUShader *shader); void GPU_shader_bind(GPUShader *shader); void GPU_shader_unbind(void); +int GPU_shader_get_program(GPUShader *shader); void *GPU_shader_get_interface(GPUShader *shader); void GPU_shader_set_interface(GPUShader *shader, void *interface); int GPU_shader_get_uniform(GPUShader *shader, const char *name); +int GPU_shader_get_uniform_block(GPUShader *shader, const char *name); void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, const float *value); void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length, int arraysize, const int *value); +void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo); void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex); void GPU_shader_uniform_int(GPUShader *shader, int location, int value); void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number); @@ -104,6 +108,7 @@ typedef enum GPUBuiltinShader { GPU_SHADER_2D_IMAGE_COLOR, /* for simple 3D drawing */ GPU_SHADER_3D_UNIFORM_COLOR, + GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE, GPU_SHADER_3D_FLAT_COLOR, GPU_SHADER_3D_SMOOTH_COLOR, GPU_SHADER_3D_DEPTH_ONLY, @@ -126,6 +131,10 @@ typedef enum GPUBuiltinShader { GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH, GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR, GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR, + /* lamp drawing */ + GPU_SHADER_3D_GROUNDPOINT, + GPU_SHADER_3D_GROUNDLINE, + GPU_SHADER_3D_LAMP_COMMON, GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */ } GPUBuiltinShader; |