/* * ***** 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): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ /** \file GPU_draw.h * \ingroup gpu */ #ifndef _GPU_DRAW_H_ #define _GPU_DRAW_H_ #include "BLI_sys_types.h" #include "GPU_glew.h" #ifdef __cplusplus extern "C" { #endif struct MTFace; struct Image; struct ImageUser; struct ImBuf; struct SmokeModifierData; struct RegionView3D; struct Object; struct Scene; struct View3D; /* OpenGL drawing functions related to shading. These are also * shared with the game engine, where there were previously * duplicates of some of these functions. */ /* Initialize * - sets the default Blender opengl state, if in doubt, check * the contents of this function * - this is called when starting Blender, for opengl rendering, * and for switching back from the game engine for example. */ void GPU_state_init(void); /* Debugging */ void GPU_state_print(void); /* Material drawing * - first the state is initialized by a particular object and * it's materials * - after this, materials can be quickly enabled by their number, * GPU_enable_material returns 0 if drawing should be skipped * - after drawing, the material must be disabled again */ void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d, struct Scene *scene, struct Object *ob, bool glsl, bool *do_alpha_after); void GPU_end_object_materials(void); int GPU_enable_material(int nr, void *attribs); void GPU_disable_material(void); void GPU_material_diffuse_get(int nr, float diff[4]); bool GPU_material_use_matcaps_get(void); void GPU_set_material_alpha_blend(int alphablend); int GPU_get_material_alpha_blend(void); /* TexFace drawing * - this is mutually exclusive with material drawing, a mesh should * be drawn using one or the other * - passing NULL clears the state again */ int GPU_set_tpage(struct MTFace *tface, int mipmap, int transp); /* Lights * - returns how many lights were enabled * - this affects fixed functions materials and texface, not glsl */ int GPU_default_lights(void); int GPU_scene_object_lights(struct Scene *scene, struct Object *ob, int lay, float viewmat[4][4], int ortho); /* Text render * - based on moving uv coordinates */ void GPU_render_text(struct MTFace *tface, int mode, const char *textstr, int textlen, unsigned int *col, float *v1, float *v2, float *v3, float *v4, int glattrib); /* Mipmap settings * - these will free textures on changes */ void GPU_set_mipmap(int mipmap); int GPU_get_mipmap(void); void GPU_set_linear_mipmap(int linear); int GPU_get_linear_mipmap(void); void GPU_paint_set_mipmap(int mipmap); /* Anisotropic filtering settings * - these will free textures on changes */ void GPU_set_anisotropic(float value); float GPU_get_anisotropic(void); /* enable gpu mipmapping */ void GPU_set_gpu_mipmapping(int gpu_mipmap); GLenum GPU_mipmap_2D(GLboolean genmip, GLenum internalFormat, int w, int h, GLenum type, void* data); /* Image updates and free * - these deal with images bound as opengl textures */ void GPU_paint_update_image(struct Image *ima, int x, int y, int w, int h); void GPU_update_images_framechange(void); int GPU_update_image_time(struct Image *ima, double time); int GPU_verify_image(struct Image *ima, struct ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data); void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth, bool mipmap, bool use_hight_bit_depth, struct Image *ima); void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, struct Image *ima, struct ImBuf *ibuf); bool GPU_upload_dxt_texture(struct ImBuf *ibuf); void GPU_free_image(struct Image *ima); void GPU_free_images(void); void GPU_free_images_anim(void); void GPU_free_images_old(void); /* smoke drawing functions */ void GPU_free_smoke(struct SmokeModifierData *smd); void GPU_create_smoke(struct SmokeModifierData *smd, int highres); /* Delayed free of OpenGL buffers by main thread */ void GPU_free_unused_buffers(void); #ifdef __cplusplus } #endif #endif