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/*
* ***** 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_basic_shader.h
* \ingroup gpu
*/
#ifndef __GPU_BASIC_SHADER_H__
#define __GPU_BASIC_SHADER_H__
#include "BLI_utildefines.h"
#include "GPU_glew.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Fixed Function Shader */
typedef enum GPUBasicShaderOption {
GPU_SHADER_USE_COLOR = (1 << 0), /* use glColor, for lighting it replaces diffuse */
GPU_SHADER_LIGHTING = (1 << 1), /* use lighting */
GPU_SHADER_TWO_SIDED = (1 << 2), /* flip normals towards viewer */
GPU_SHADER_TEXTURE_2D = (1 << 3), /* use 2D texture to replace diffuse color */
GPU_SHADER_SOLID_LIGHTING = (1 << 4), /* use faster lighting (set automatically) */
GPU_SHADER_STIPPLE = (1 << 5), /* use stipple */
GPU_SHADER_LINE = (1 << 6), /* draw lines */
GPU_SHADER_OPTIONS_NUM = 7,
GPU_SHADER_OPTION_COMBINATIONS = (1 << GPU_SHADER_OPTIONS_NUM)
} GPUBasicShaderOption;
/* Keep these in sync with gpu_shader_basic_frag.glsl */
typedef enum GPUBasicShaderStipple {
GPU_SHADER_STIPPLE_HALFTONE = 0,
GPU_SHADER_STIPPLE_QUARTTONE = 1,
GPU_SHADER_STIPPLE_CHECKER_8PX = 2,
GPU_SHADER_STIPPLE_HEXAGON = 3,
GPU_SHADER_STIPPLE_DIAG_STRIPES = 4,
GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP = 5,
GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW = 6,
GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP = 7,
GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN = 8,
GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP = 9,
GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER = 10,
GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP = 11
} GPUBasicShaderStipple;
void GPU_basic_shaders_init(void);
void GPU_basic_shaders_exit(void);
void GPU_basic_shader_bind(int options);
int GPU_basic_shader_bound_options(void);
/* Only use for small blocks of code that don't support glsl shader. */
#define GPU_BASIC_SHADER_DISABLE_AND_STORE(bound_options) \
if (GPU_basic_shader_use_glsl_get()) { \
if ((bound_options = GPU_basic_shader_bound_options())) { \
GPU_basic_shader_bind(0); \
} \
} \
else { bound_options = 0; } ((void)0)
#define GPU_BASIC_SHADER_ENABLE_AND_RESTORE(bound_options) \
if (GPU_basic_shader_use_glsl_get()) { \
if (bound_options) { \
GPU_basic_shader_bind(bound_options); \
} \
} ((void)0)
void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
/* Fixed Function Lighting */
typedef enum GPULightType {
GPU_LIGHT_POINT,
GPU_LIGHT_SPOT,
GPU_LIGHT_SUN
} GPULightType;
typedef struct GPULightData {
GPULightType type;
float position[3];
float direction[3];
float diffuse[3];
float specular[3];
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
} GPULightData;
void GPU_basic_shader_light_set(int light_num, GPULightData *light);
void GPU_basic_shader_light_set_viewer(bool local);
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
void GPU_basic_shader_line_width(float line_width);
bool GPU_basic_shader_use_glsl_get(void);
void GPU_basic_shader_use_glsl_set(bool enabled);
#ifdef __cplusplus
}
#endif
#endif
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