/* * 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) 2016 by Mike Erwin. * All rights reserved. */ /** \file blender/gpu/GPU_vertex_format.h * \ingroup gpu * * GPU vertex format */ #ifndef __GPU_VERTEX_FORMAT_H__ #define __GPU_VERTEX_FORMAT_H__ #include "GPU_common.h" #define GPU_VERT_ATTR_MAX_LEN 16 #define GPU_VERT_ATTR_MAX_NAMES 3 #define GPU_VERT_ATTR_NAME_AVERAGE_LEN 11 #define GPU_VERT_ATTR_NAMES_BUF_LEN ((GPU_VERT_ATTR_NAME_AVERAGE_LEN + 1) * GPU_VERT_ATTR_MAX_LEN) typedef enum { GPU_COMP_I8, GPU_COMP_U8, GPU_COMP_I16, GPU_COMP_U16, GPU_COMP_I32, GPU_COMP_U32, GPU_COMP_F32, GPU_COMP_I10 } GPUVertCompType; typedef enum { GPU_FETCH_FLOAT, GPU_FETCH_INT, GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */ GPU_FETCH_INT_TO_FLOAT /* 127 (any int type) -> 127.0 */ } GPUVertFetchMode; typedef struct GPUVertAttr { GPUVertFetchMode fetch_mode; GPUVertCompType comp_type; uint gl_comp_type; uint comp_len; /* 1 to 4 or 8 or 12 or 16 */ uint sz; /* size in bytes, 1 to 64 */ uint offset; /* from beginning of vertex, in bytes */ uint name_len; /* up to GPU_VERT_ATTR_MAX_NAMES */ const char *name[GPU_VERT_ATTR_MAX_NAMES]; } GPUVertAttr; typedef struct GPUVertFormat { /** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */ uint attr_len; /** Total count of active vertex attribute. */ uint name_len; /** Stride in bytes, 1 to 256. */ uint stride; uint name_offset; bool packed; char names[GPU_VERT_ATTR_NAMES_BUF_LEN]; /** TODO: variable-size array */ GPUVertAttr attrs[GPU_VERT_ATTR_MAX_LEN]; } GPUVertFormat; struct GPUShaderInterface; void GPU_vertformat_clear(GPUVertFormat *); void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src); void GPU_vertformat_from_interface(GPUVertFormat *format, const struct GPUShaderInterface *shaderface); uint GPU_vertformat_attr_add( GPUVertFormat *, const char *name, GPUVertCompType, uint comp_len, GPUVertFetchMode); void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias); int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name); /** * This makes the "virtual" attributes with suffixes "0", "1", "2" to access triangle data in the vertex * shader. * * IMPORTANT: * - Call this before creating the vertex buffer and after creating all attributes * - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION. **/ void GPU_vertformat_triple_load(GPUVertFormat *format); /* format conversion */ typedef struct GPUPackedNormal { int x : 10; int y : 10; int z : 10; int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */ } GPUPackedNormal; GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]); GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]); #endif /* __GPU_VERTEX_FORMAT_H__ */