/* * 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. */ /** \file * \ingroup gpu */ #ifndef __GPU_STATE_H__ #define __GPU_STATE_H__ #ifdef __cplusplus extern "C" { #endif /* These map directly to the GL_ blend functions, to minimize API add as needed*/ typedef enum eGPUBlendFunction { GPU_ONE, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_DST_COLOR, GPU_ZERO, } eGPUBlendFunction; /* These map directly to the GL_ filter functions, to minimize API add as needed*/ typedef enum eGPUFilterFunction { GPU_NEAREST, GPU_LINEAR, } eGPUFilterFunction; typedef enum eGPUFaceCull { GPU_CULL_NONE = 0, /* Culling disabled. */ GPU_CULL_FRONT, GPU_CULL_BACK, } eGPUFaceCull; typedef enum eGPUProvokingVertex { GPU_VERTEX_FIRST = 0, GPU_VERTEX_LAST, /* Default */ } eGPUProvokingVertex; /* 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. */ void GPU_state_init(void); void GPU_blend(bool enable); void GPU_blend_set_func(eGPUBlendFunction sfactor, eGPUBlendFunction dfactor); void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb, eGPUBlendFunction dst_rgb, eGPUBlendFunction src_alpha, eGPUBlendFunction dst_alpha); void GPU_face_culling(eGPUFaceCull culling); void GPU_front_facing(bool invert); void GPU_provoking_vertex(eGPUProvokingVertex vert); void GPU_depth_range(float near, float far); void GPU_depth_test(bool enable); bool GPU_depth_test_enabled(void); void GPU_scissor_test(bool enable); void GPU_line_smooth(bool enable); void GPU_line_width(float width); void GPU_point_size(float size); void GPU_polygon_smooth(bool enable); void GPU_program_point_size(bool enable); void GPU_scissor(int x, int y, int width, int height); void GPU_scissor_get_f(float coords[4]); void GPU_scissor_get_i(int coords[4]); void GPU_viewport(int x, int y, int width, int height); void GPU_viewport_size_get_f(float coords[4]); void GPU_viewport_size_get_i(int coords[4]); void GPU_color_mask(bool r, bool g, bool b, bool a); void GPU_depth_mask(bool depth); bool GPU_depth_mask_get(void); void GPU_stencil_mask(uint stencil); void GPU_unpack_row_length_set(uint len); void GPU_clip_distances(int enabled_len); bool GPU_mipmap_enabled(void); void GPU_flush(void); void GPU_finish(void); void GPU_logic_op_xor_set(bool enable); /* Attribute push & pop. */ typedef enum eGPUAttrMask { GPU_DEPTH_BUFFER_BIT = (1 << 0), GPU_ENABLE_BIT = (1 << 1), GPU_SCISSOR_BIT = (1 << 2), GPU_VIEWPORT_BIT = (1 << 3), GPU_BLEND_BIT = (1 << 4), } eGPUAttrMask; void gpuPushAttr(eGPUAttrMask mask); void gpuPopAttr(void); #ifdef __cplusplus } #endif #endif /* __GPU_STATE_H__ */