/* * ***** 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_material.h * \ingroup gpu */ #ifndef __GPU_MATERIAL_H__ #define __GPU_MATERIAL_H__ #include "DNA_listBase.h" #include "BLI_sys_types.h" /* for bool */ #ifdef __cplusplus extern "C" { #endif struct Image; struct ImageUser; struct Material; struct Object; struct Lamp; struct Image; struct bNode; struct LinkNode; struct Scene; struct SceneRenderLayer; struct GPUVertexAttribs; struct GPUNode; struct GPUNodeLink; struct GPUNodeStack; struct GPUMaterial; struct GPUTexture; struct GPULamp; struct PreviewImage; typedef struct GPUNode GPUNode; typedef struct GPUNodeLink GPUNodeLink; typedef struct GPUMaterial GPUMaterial; typedef struct GPULamp GPULamp; /* Functions to create GPU Materials nodes */ typedef enum GPUType { GPU_NONE = 0, GPU_FLOAT = 1, GPU_VEC2 = 2, GPU_VEC3 = 3, GPU_VEC4 = 4, GPU_MAT3 = 9, GPU_MAT4 = 16, GPU_TEX2D = 1002, GPU_SHADOW2D = 1003, GPU_ATTRIB = 3001 } GPUType; typedef enum GPUBuiltin { GPU_VIEW_MATRIX = 1, GPU_OBJECT_MATRIX = 2, GPU_INVERSE_VIEW_MATRIX = 4, GPU_INVERSE_OBJECT_MATRIX = 8, GPU_VIEW_POSITION = 16, GPU_VIEW_NORMAL = 32, GPU_OBCOLOR = 64, GPU_AUTO_BUMPSCALE = 128, } GPUBuiltin; typedef enum GPUOpenGLBuiltin { GPU_MATCAP_NORMAL = 1, GPU_COLOR = 2, } GPUOpenGLBuiltin; typedef enum GPUBlendMode { GPU_BLEND_SOLID = 0, GPU_BLEND_ADD = 1, GPU_BLEND_ALPHA = 2, GPU_BLEND_CLIP = 4, GPU_BLEND_ALPHA_SORT = 8 } GPUBlendMode; typedef struct GPUNodeStack { GPUType type; const char *name; float vec[4]; struct GPUNodeLink *link; bool hasinput; bool hasoutput; short sockettype; } GPUNodeStack; GPUNodeLink *GPU_attribute(int type, const char *name); GPUNodeLink *GPU_uniform(float *num); GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data); GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data); GPUNodeLink *GPU_image_preview(struct PreviewImage *prv); GPUNodeLink *GPU_texture(int size, float *pixels); GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, int dynamictype, void *data); GPUNodeLink *GPU_builtin(GPUBuiltin builtin); GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin); bool GPU_link(GPUMaterial *mat, const char *name, ...); bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...); void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link); void GPU_material_enable_alpha(GPUMaterial *material); GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]); /* High level functions to create and use GPU materials */ GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma); GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma); void GPU_material_free(struct Material *ma); void GPU_materials_free(void); bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma); void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock); void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale); void GPU_material_unbind(GPUMaterial *material); int GPU_material_bound(GPUMaterial *material); struct Scene *GPU_material_scene(GPUMaterial *material); void GPU_material_vertex_attributes(GPUMaterial *material, struct GPUVertexAttribs *attrib); bool GPU_material_do_color_management(GPUMaterial *mat); bool GPU_material_use_new_shading_nodes(GPUMaterial *mat); /* Exported shading */ typedef struct GPUShadeInput { GPUMaterial *gpumat; struct Material *mat; GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref; GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb; } GPUShadeInput; typedef struct GPUShadeResult { GPUNodeLink *diff, *spec, *combined, *alpha; } GPUShadeResult; void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi); void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr); /* Export GLSL shader */ typedef enum GPUDynamicType { GPU_DYNAMIC_NONE = 0, GPU_DYNAMIC_OBJECT_VIEWMAT = 1, GPU_DYNAMIC_OBJECT_MAT = 2, GPU_DYNAMIC_OBJECT_VIEWIMAT = 3, GPU_DYNAMIC_OBJECT_IMAT = 4, GPU_DYNAMIC_OBJECT_COLOR = 5, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 15, GPU_DYNAMIC_LAMP_FIRST = 6, GPU_DYNAMIC_LAMP_DYNVEC = 6, GPU_DYNAMIC_LAMP_DYNCO = 7, GPU_DYNAMIC_LAMP_DYNIMAT = 8, GPU_DYNAMIC_LAMP_DYNPERSMAT = 9, GPU_DYNAMIC_LAMP_DYNENERGY = 10, GPU_DYNAMIC_LAMP_DYNCOL = 11, GPU_DYNAMIC_LAMP_LAST = 11, GPU_DYNAMIC_SAMPLER_2DBUFFER = 12, GPU_DYNAMIC_SAMPLER_2DIMAGE = 13, GPU_DYNAMIC_SAMPLER_2DSHADOW = 14, GPU_DYNAMIC_LAMP_DISTANCE = 16, GPU_DYNAMIC_LAMP_ATT1 = 17, GPU_DYNAMIC_LAMP_ATT2 = 18, GPU_DYNAMIC_LAMP_SPOTSIZE = 19, GPU_DYNAMIC_LAMP_SPOTBLEND = 20, } GPUDynamicType; typedef enum GPUDataType { GPU_DATA_NONE = 0, GPU_DATA_1I = 1, // 1 integer GPU_DATA_1F = 2, GPU_DATA_2F = 3, GPU_DATA_3F = 4, GPU_DATA_4F = 5, GPU_DATA_9F = 6, GPU_DATA_16F = 7, GPU_DATA_4UB = 8, } GPUDataType; /* this structure gives information of each uniform found in the shader */ typedef struct GPUInputUniform { struct GPUInputUniform *next, *prev; char varname[32]; /* name of uniform in shader */ GPUDynamicType type; /* type of uniform, data format and calculation derive from it */ GPUDataType datatype; /* type of uniform data */ struct Object *lamp; /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */ struct Image *image; /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */ int texnumber; /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */ unsigned char *texpixels; /* for internally generated texture, pixel data in RGBA format */ int texsize; /* size in pixel of the texture in texpixels buffer: for 2D textures, this is S and T size (square texture) */ } GPUInputUniform; typedef struct GPUInputAttribute { struct GPUInputAttribute *next, *prev; char varname[32]; /* name of attribute in shader */ int type; /* from CustomData.type, data type derives from it */ GPUDataType datatype; /* type of attribute data */ const char *name; /* layer name */ int number; /* generic attribute number */ } GPUInputAttribute; typedef struct GPUShaderExport { ListBase uniforms; ListBase attributes; char *vertex; char *fragment; } GPUShaderExport; GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma); void GPU_free_shader_export(GPUShaderExport *shader); /* Lamps */ GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par); void GPU_lamp_free(struct Object *ob); bool GPU_lamp_has_shadow_buffer(GPULamp *lamp); void GPU_lamp_update_buffer_mats(GPULamp *lamp); void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]); void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp); int GPU_lamp_shadow_buffer_type(GPULamp *lamp); void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]); void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy); void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2); void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend); int GPU_lamp_shadow_layer(GPULamp *lamp); GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow); #ifdef __cplusplus } #endif #endif /*__GPU_MATERIAL_H__*/