/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This shader 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This shader 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 shader; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** */ #ifndef GPU_GAME_H #define GPU_GAME_H #ifdef __cplusplus extern "C" { #endif struct Image; struct MTFace; struct Object; struct Scene; struct View3D; struct RegionView3D; struct SmokeModifierData; /* 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); /* 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, int glsl, int *do_alpha_pass); void GPU_end_object_materials(void); int GPU_enable_material(int nr, void *attribs); void GPU_disable_material(void); void GPU_set_material_blend_mode(int blendmode); int GPU_get_material_blend_mode(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); /* 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], 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); void GPU_set_linear_mipmap(int linear); void GPU_paint_set_mipmap(int mipmap); /* 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, int mipmap); void GPU_update_images_framechange(void); int GPU_update_image_time(struct Image *ima, double time); int GPU_verify_image(struct Image *ima, int tftile, int tfmode, int compare, int mipmap); void GPU_free_image(struct Image *ima); void GPU_free_images(void); /* smoke drawing functions */ void GPU_free_smoke(struct SmokeModifierData *smd); void GPU_create_smoke(struct SmokeModifierData *smd); #ifdef __cplusplus } #endif #endif