/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Antony Riakiotakis. * * ***** END GPL LICENSE BLOCK ***** */ /** \file GPU_compositing.h * \ingroup gpu */ #ifndef __GPU_COMPOSITING_H__ #define __GPU_COMPOSITING_H__ #ifdef __cplusplus extern "C" { #endif /* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/ typedef struct GPUFX GPUFX; struct GPUDOFSettings; struct GPUSSAOSettings; struct GPUOffScreen; struct GPUFXSettings; struct rcti; struct Scene; struct GPUShader; enum eGPUFXFlags; /**** Public API *****/ typedef enum GPUFXShaderEffect { /* Screen space ambient occlusion shader */ GPU_SHADER_FX_SSAO = 1, /* depth of field passes. Yep, quite a complex effect */ GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2, GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3, GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4, GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5, GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6, /* high quality */ GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE = 7, GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO = 8, GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE = 9, GPU_SHADER_FX_DEPTH_RESOLVE = 10, } GPUFXShaderEffect; /* keep in synch with enum above! */ #define MAX_FX_SHADERS 11 /* generate a new FX compositor */ GPUFX *GPU_fx_compositor_create(void); /* destroy a text compositor */ void GPU_fx_compositor_destroy(GPUFX *fx); /* initialize a framebuffer with size taken from the viewport */ bool GPU_fx_compositor_initialize_passes( GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect, const struct GPUFXSettings *fx_settings); /* do compositing on the fx passes that have been initialized */ bool GPU_fx_do_composite_pass( GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs); /* bind new depth buffer for XRay pass */ void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray); /* resolve a final depth buffer by compositing the XRay and normal depth buffers */ void GPU_fx_compositor_XRay_resolve(GPUFX *fx); void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof); void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao); /* initialize and cache the shader unform interface for effects */ void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect effect); #ifdef __cplusplus } #endif #endif // __GPU_COMPOSITING_H__