diff options
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 0d92d22a173..e229afd3323 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -98,6 +98,7 @@ typedef enum GPUBuiltin { GPU_PARTICLE_ANG_VELOCITY = (1 << 12), GPU_LOC_TO_VIEW_MATRIX = (1 << 13), GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14), + GPU_OBJECT_INFO = (1 << 15) } GPUBuiltin; typedef enum GPUOpenGLBuiltin { @@ -213,6 +214,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod 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]); /* High level functions to create and use GPU materials */ @@ -224,13 +226,13 @@ void GPU_material_free(struct ListBase *gpumaterial); void GPU_materials_free(void); -bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma); +bool GPU_lamp_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 viewmat[4][4], float obcol[4], - float autobumpscale, GPUParticleInfo *pi); + 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); @@ -342,7 +344,7 @@ void GPU_zenith_update_color(float color[3]); struct GPUParticleInfo { float scalprops[4]; - float location[3]; + float location[4]; float velocity[3]; float angular_velocity[3]; }; |