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Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h110
1 files changed, 1 insertions, 109 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 1d2b234e7f3..c9ef5ca3ae6 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -236,37 +236,23 @@ GPUNodeLink *GPU_uniformbuffer_link_out(
struct GPUNodeStack *stack, const int index);
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
-void GPU_material_enable_alpha(GPUMaterial *material);
GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
-GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness);
struct GPUUniformBuffer *GPU_material_sss_profile_get(
GPUMaterial *material, int sample_ct, struct GPUTexture **tex_profile);
/* High level functions to create and use GPU materials */
-GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
GPUMaterial *GPU_material_from_nodetree_find(
struct ListBase *gpumaterials, const void *engine_type, int options);
GPUMaterial *GPU_material_from_nodetree(
- struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
- const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, bool deferred);
-GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
-GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
+ struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options);
void GPU_material_generate_pass(
GPUMaterial *mat, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(void);
-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]);
-void GPU_material_bind_uniforms(
- GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
- float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
-void GPU_material_unbind(GPUMaterial *material);
-bool GPU_material_bound(GPUMaterial *material);
struct Scene *GPU_material_scene(GPUMaterial *material);
GPUMatType GPU_Material_get_type(GPUMaterial *material);
struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
@@ -281,103 +267,9 @@ void GPU_material_vertex_attributes(GPUMaterial *material,
struct GPUVertexAttribs *attrib);
bool GPU_material_do_color_management(GPUMaterial *mat);
-bool GPU_material_use_new_shading_nodes(GPUMaterial *mat);
-bool GPU_material_use_world_space_shading(GPUMaterial *mat);
bool GPU_material_use_domain_surface(GPUMaterial *mat);
bool GPU_material_use_domain_volume(GPUMaterial *mat);
-/* Exported shading */
-
-typedef struct GPUShadeInput {
- GPUMaterial *gpumat;
- struct Material *mat;
-
- GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref;
- GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb;
- GPUNodeLink *spectra, *mir, *refcol;
-} GPUShadeInput;
-
-typedef struct GPUShadeResult {
- GPUNodeLink *diff, *spec, *combined, *alpha;
-} GPUShadeResult;
-
-void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
-void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
-
-/* Export GLSL shader */
-
-typedef enum GPUDataType {
- GPU_DATA_NONE = 0,
- GPU_DATA_1I = 1, /* 1 integer */
- GPU_DATA_1F = 2,
- GPU_DATA_2F = 3,
- GPU_DATA_3F = 4,
- GPU_DATA_4F = 5,
- GPU_DATA_9F = 6,
- GPU_DATA_16F = 7,
- GPU_DATA_4UB = 8,
-} GPUDataType;
-
-/* this structure gives information of each uniform found in the shader */
-typedef struct GPUInputUniform {
- struct GPUInputUniform *next, *prev;
- char varname[32]; /* name of uniform in shader */
- GPUDynamicType type; /* type of uniform, data format and calculation derive from it */
- GPUDataType datatype; /* type of uniform data */
- struct Object *lamp; /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */
- struct Image *image; /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */
- struct Material *material;/* when type=GPU_DYNAMIC_MAT_... */
- int texnumber; /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */
- unsigned char *texpixels; /* for internally generated texture, pixel data in RGBA format */
- int texsize; /* size in pixel of the texture in texpixels buffer:
- * for 2D textures, this is S and T size (square texture) */
-} GPUInputUniform;
-
-typedef struct GPUInputAttribute {
- struct GPUInputAttribute *next, *prev;
- char varname[32]; /* name of attribute in shader */
- int type; /* from CustomData.type, data type derives from it */
- GPUDataType datatype; /* type of attribute data */
- const char *name; /* layer name */
- int number; /* generic attribute number */
-} GPUInputAttribute;
-
-typedef struct GPUShaderExport {
- ListBase uniforms;
- ListBase attributes;
- char *vertex;
- char *fragment;
-} GPUShaderExport;
-
-GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
-void GPU_free_shader_export(GPUShaderExport *shader);
-
-/* Lamps */
-GPUNodeLink *GPU_lamp_get_data(
- GPUMaterial *mat, struct GPULamp *lamp,
- GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy);
-
-/* World */
-void GPU_mist_update_enable(short enable);
-void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]);
-void GPU_horizon_update_color(float color[3]);
-void GPU_ambient_update_color(float color[3]);
-void GPU_zenith_update_color(float color[3]);
-
-struct GPUParticleInfo
-{
- float scalprops[4];
- float location[4];
- float velocity[3];
- float angular_velocity[3];
-};
-
-#ifdef WITH_OPENSUBDIV
-struct DerivedMesh;
-void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
- struct DerivedMesh *dm);
-#endif
-
void GPU_pass_cache_garbage_collect(void);
void GPU_pass_cache_free(void);