/* * ***** 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_extensions.h * \ingroup gpu */ #ifndef __GPU_EXTENSIONS_H__ #define __GPU_EXTENSIONS_H__ #ifdef __cplusplus extern "C" { #endif struct Image; struct ImageUser; struct PreviewImage; struct GPUTexture; typedef struct GPUTexture GPUTexture; struct GPUFrameBuffer; typedef struct GPUFrameBuffer GPUFrameBuffer; struct GPUOffScreen; typedef struct GPUOffScreen GPUOffScreen; struct GPUShader; typedef struct GPUShader GPUShader; /* GPU extensions support */ void GPU_extensions_disable(void); bool GPU_glsl_support(void); bool GPU_non_power_of_two_support(void); bool GPU_vertex_buffer_support(void); bool GPU_display_list_support(void); bool GPU_bicubic_bump_support(void); bool GPU_geometry_shader_support(void); bool GPU_instanced_drawing_support(void); int GPU_max_texture_size(void); int GPU_color_depth(void); void GPU_code_generate_glsl_lib(void); /* GPU Types */ typedef enum GPUDeviceType { GPU_DEVICE_NVIDIA = (1<<0), GPU_DEVICE_ATI = (1<<1), GPU_DEVICE_INTEL = (1<<2), GPU_DEVICE_SOFTWARE = (1<<3), GPU_DEVICE_UNKNOWN = (1<<4), GPU_DEVICE_ANY = (0xff) } GPUDeviceType; typedef enum GPUOSType { GPU_OS_WIN = (1<<8), GPU_OS_MAC = (1<<9), GPU_OS_UNIX = (1<<10), GPU_OS_ANY = (0xff00) } GPUOSType; typedef enum GPUDriverType { GPU_DRIVER_OFFICIAL = (1<<16), GPU_DRIVER_OPENSOURCE = (1<<17), GPU_DRIVER_SOFTWARE = (1<<18), GPU_DRIVER_ANY = (0xff0000) } GPUDriverType; bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver); /* GPU Texture * - always returns unsigned char RGBA textures * - if texture with non square dimensions is created, depending on the * graphics card capabilities the texture may actually be stored in a * larger texture with power of two dimensions. the actual dimensions * may be queried with GPU_texture_opengl_width/height. GPU_texture_coord_2f * calls glTexCoord2f with the coordinates adjusted for this. * - can use reference counting: * - reference counter after GPU_texture_create is 1 * - GPU_texture_ref increases by one * - GPU_texture_free decreases by one, and frees if 0 * - if created with from_blender, will not free the texture */ typedef enum GPUHDRType { GPU_HDR_NONE = 0, GPU_HDR_HALF_FLOAT = 1, GPU_HDR_FULL_FLOAT = (1 << 1), } GPUHDRType; GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]); GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels); GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]); GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]); GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]); GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, bool is_data, double time, int mipmap); GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap); void GPU_invalid_tex_init(void); void GPU_invalid_tex_bind(int mode); void GPU_invalid_tex_free(void); void GPU_texture_free(GPUTexture *tex); void GPU_texture_ref(GPUTexture *tex); void GPU_texture_bind(GPUTexture *tex, int number); void GPU_texture_unbind(GPUTexture *tex); void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter); GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex); int GPU_texture_target(const GPUTexture *tex); int GPU_texture_opengl_width(const GPUTexture *tex); int GPU_texture_opengl_height(const GPUTexture *tex); int GPU_texture_opengl_bindcode(const GPUTexture *tex); /* GPU Framebuffer * - this is a wrapper for an OpenGL framebuffer object (FBO). in practice * multiple FBO's may be created, to get around limitations on the number * of attached textures and the dimension requirements. * - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must * be called before rendering to the window framebuffer again */ void GPU_texture_bind_as_framebuffer(GPUTexture *tex); GPUFrameBuffer *GPU_framebuffer_create(void); int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, char err_out[256]); void GPU_framebuffer_texture_detach(GPUTexture *tex); void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot); void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_free(GPUFrameBuffer *fb); bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]); void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot); void GPU_framebuffer_restore(void); void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex); /* GPU OffScreen * - wrapper around framebuffer and texture for simple offscreen drawing * - changes size if graphics card can't support it */ GPUOffScreen *GPU_offscreen_create(int width, int height, char err_out[256]); void GPU_offscreen_free(GPUOffScreen *ofs); void GPU_offscreen_bind(GPUOffScreen *ofs, bool save); void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore); void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels); int GPU_offscreen_width(const GPUOffScreen *ofs); int GPU_offscreen_height(const GPUOffScreen *ofs); /* GPU Shader * - only for fragment shaders now * - must call texture bind before setting a texture as uniform! */ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number); void GPU_shader_free(GPUShader *shader); void GPU_shader_bind(GPUShader *shader); void GPU_shader_unbind(void); int GPU_shader_get_uniform(GPUShader *shader, const char *name); void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, const float *value); void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length, int arraysize, const int *value); void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex); void GPU_shader_uniform_int(GPUShader *shader, int location, int value); void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number); int GPU_shader_get_attribute(GPUShader *shader, const char *name); /* Builtin/Non-generated shaders */ typedef enum GPUBuiltinShader { GPU_SHADER_VSM_STORE = (1<<0), GPU_SHADER_SEP_GAUSSIAN_BLUR = (1<<1), } GPUBuiltinShader; GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader); GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp); void GPU_shader_free_builtin_shaders(void); /* Vertex attributes for shaders */ #define GPU_MAX_ATTRIB 32 typedef struct GPUVertexAttribs { struct { int type; int glindex; int gltexco; int attribid; char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */ } layer[GPU_MAX_ATTRIB]; int totlayer; } GPUVertexAttribs; #ifdef __cplusplus } #endif #endif /* __GPU_EXTENSIONS_H__ */