/** * $Id$ * * ***** 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_EXTENSIONS_H #define GPU_EXTENSIONS_H #ifdef __cplusplus extern "C" { #endif /* GPU extensions support */ struct Image; struct ImageUser; struct GPUTexture; typedef struct GPUTexture GPUTexture; struct GPUFrameBuffer; typedef struct GPUFrameBuffer GPUFrameBuffer; struct GPUShader; typedef struct GPUShader GPUShader; void GPU_extensions_disable(void); void GPU_extensions_init(void); /* call this before running any of the functions below */ void GPU_extensions_exit(void); int GPU_extensions_minimum_support(void); int GPU_print_error(char *str); /* 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 */ GPUTexture *GPU_texture_create_1D(int w, float *pixels); GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels); GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels); GPUTexture *GPU_texture_create_depth(int w, int h); GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, double time, int mipmap); 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); GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex); int GPU_texture_target(GPUTexture *tex); int GPU_texture_opengl_width(GPUTexture *tex); int GPU_texture_opengl_height(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 */ GPUFrameBuffer *GPU_framebuffer_create(); int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex); void GPU_framebuffer_free(GPUFrameBuffer *fb); void GPU_framebuffer_restore(); /* 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 *libcode); /*GPUShader *lib);*/ /*GPUShader *GPU_shader_create_lib(const char *code);*/ void GPU_shader_free(GPUShader *shader); void GPU_shader_bind(GPUShader *shader); void GPU_shader_unbind(); int GPU_shader_get_uniform(GPUShader *shader, char *name); void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, float *value); void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex); int GPU_shader_get_attribute(GPUShader *shader, char *name); /* Vertex attributes for shaders */ #define GPU_MAX_ATTRIB 32 typedef struct GPUVertexAttribs { struct { int type; int glindex; char name[32]; } layer[GPU_MAX_ATTRIB]; int totlayer; } GPUVertexAttribs; #ifdef __cplusplus } #endif #endif