/* * ***** 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 blender/gpu/intern/gpu_codegen.h * \ingroup gpu */ #ifndef __GPU_CODEGEN_H__ #define __GPU_CODEGEN_H__ #include "DNA_customdata_types.h" #include "DNA_listBase.h" #include "GPU_material.h" #include "GPU_glew.h" struct ListBase; struct GPUShader; struct GPUOutput; struct GPUNode; struct GPUVertexAttribs; struct PreviewImage; /* Pass Generation * - Takes a list of nodes and a desired output, and makes a pass. This * will take ownership of the nodes and free them early if unused or * at the end if used. */ typedef enum GPUDataSource { GPU_SOURCE_VEC_UNIFORM, GPU_SOURCE_BUILTIN, GPU_SOURCE_OPENGL_BUILTIN, GPU_SOURCE_TEX_PIXEL, GPU_SOURCE_TEX, GPU_SOURCE_ATTRIB } GPUDataSource; typedef enum { GPU_NODE_LINK_IMAGE_NONE = 0, GPU_NODE_LINK_IMAGE_BLENDER = 1, GPU_NODE_LINK_IMAGE_PREVIEW = 2, GPU_NODE_LINK_IMAGE_CUBE_MAP = 3 } GPUNodeLinkImage; struct GPUNode { struct GPUNode *next, *prev; const char *name; /* Internal flag to mark nodes during pruning */ bool tag; ListBase inputs; ListBase outputs; }; struct GPUNodeLink { GPUNodeStack *socket; CustomDataType attribtype; const char *attribname; GPUNodeLinkImage image; bool image_isdata; bool texture; int texturesize; void *ptr1, *ptr2; bool dynamic; GPUDynamicType dynamictype; GPUType type; /* Refcount */ int users; struct GPUTexture *dynamictex; GPUBuiltin builtin; GPUOpenGLBuiltin oglbuiltin; struct GPUOutput *output; }; typedef struct GPUOutput { struct GPUOutput *next, *prev; GPUNode *node; GPUType type; /* data type = length of vector/matrix */ GPUNodeLink *link; /* output link */ int id; /* unique id as created by code generator */ } GPUOutput; typedef struct GPUInput { struct GPUInput *next, *prev; GPUNode *node; GPUType type; /* datatype */ GPUDataSource source; /* data source */ int id; /* unique id as created by code generator */ int texid; /* number for multitexture, starting from zero */ int attribid; /* id for vertex attributes */ bool bindtex; /* input is responsible for binding the texture? */ bool definetex; /* input is responsible for defining the pixel? */ int textarget; /* GL texture target, e.g. GL_TEXTURE_2D */ GPUType textype; /* datatype */ struct Image *ima; /* image */ struct ImageUser *iuser; /* image user */ struct PreviewImage *prv; /* preview images & icons */ bool image_isdata; /* image does not contain color data */ float *dynamicvec; /* vector data in case it is dynamic */ GPUDynamicType dynamictype; /* origin of the dynamic uniform */ void *dynamicdata; /* data source of the dynamic uniform */ struct GPUTexture *tex; /* input texture, only set at runtime */ int shaderloc; /* id from opengl */ char shadername[32]; /* name in shader */ float vec[16]; /* vector data */ GPUNodeLink *link; bool dynamictex; /* dynamic? */ CustomDataType attribtype; /* attribute type */ char attribname[MAX_CUSTOMDATA_LAYER_NAME]; /* attribute name */ int attribfirst; /* this is the first one that is bound */ GPUBuiltin builtin; /* builtin uniform */ GPUOpenGLBuiltin oglbuiltin; /* opengl built in varying */ } GPUInput; struct GPUPass { ListBase inputs; struct GPUShader *shader; char *fragmentcode; char *geometrycode; char *vertexcode; const char *libcode; }; typedef struct GPUPass GPUPass; GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink *frag_outlink, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines); GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink, struct GPUVertexAttribs *attribs, int *builtin, const GPUMatType type, const char *name, const bool use_opensubdiv, const bool use_new_shading); struct GPUShader *GPU_pass_shader(GPUPass *pass); void GPU_pass_bind(GPUPass *pass, double time, int mipmap); void GPU_pass_update_uniforms(GPUPass *pass); void GPU_pass_unbind(GPUPass *pass); void GPU_pass_free(GPUPass *pass); void GPU_pass_free_nodes(ListBase *nodes); void gpu_codegen_init(void); void gpu_codegen_exit(void); /* Material calls */ const char *GPU_builtin_name(GPUBuiltin builtin); void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node); int GPU_link_changed(struct GPUNodeLink *link); #endif