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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): Antony Riakiotakis.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_compositing.h
* \ingroup gpu
*/
#ifndef __GPU_COMPOSITING_H__
#define __GPU_COMPOSITING_H__
#ifdef __cplusplus
extern "C" {
#endif
/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
typedef struct GPUFX GPUFX;
struct GPUDOFSettings;
struct GPUSSAOSettings;
struct GPUOffScreen;
struct GPUFXSettings;
struct rcti;
struct Scene;
enum eGPUFXFlags;
/**** Public API *****/
typedef enum GPUFXShaderEffect {
/* Screen space ambient occlusion shader */
GPU_SHADER_FX_SSAO = 1,
/* depth of field passes. Yep, quite a complex effect */
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
/* high quality */
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE = 7,
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO = 8,
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE = 9,
GPU_SHADER_FX_DEPTH_RESOLVE = 10,
} GPUFXShaderEffect;
/* keep in synch with enum above! */
#define MAX_FX_SHADERS 11
/* generate a new FX compositor */
GPUFX *GPU_fx_compositor_create(void);
/* destroy a text compositor */
void GPU_fx_compositor_destroy(GPUFX *fx);
/* initialize a framebuffer with size taken from the viewport */
bool GPU_fx_compositor_initialize_passes(
GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
const struct GPUFXSettings *fx_settings);
/* do compositing on the fx passes that have been initialized */
bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs);
/* bind new depth buffer for XRay pass */
void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray);
/* resolve a final depth buffer by compositing the XRay and normal depth buffers */
void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
#ifdef __cplusplus
}
#endif
#endif // __GPU_COMPOSITING_H__
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