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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_draw.h
* \ingroup gpu
*/
#ifndef __GPU_DRAW_H__
#define __GPU_DRAW_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct ImageUser;
struct MTFace;
struct Object;
struct Scene;
struct View3D;
struct RegionView3D;
struct SmokeModifierData;
/* OpenGL drawing functions related to shading. These are also
* shared with the game engine, where there were previously
* duplicates of some of these functions. */
/* 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,
* and for switching back from the game engine for example. */
void GPU_state_init(void);
/* Debugging */
void GPU_state_print(void);
/* Material drawing
* - first the state is initialized by a particular object and
* it's materials
* - after this, materials can be quickly enabled by their number,
* GPU_enable_material returns 0 if drawing should be skipped
* - after drawing, the material must be disabled again */
void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
struct Scene *scene, struct Object *ob, bool glsl, bool *do_alpha_after);
void GPU_end_object_materials(void);
int GPU_enable_material(int nr, void *attribs);
void GPU_disable_material(void);
void GPU_material_diffuse_get(int nr, float diff[4]);
bool GPU_material_use_matcaps_get(void);
void GPU_set_material_alpha_blend(int alphablend);
int GPU_get_material_alpha_blend(void);
/* TexFace drawing
* - this is mutually exclusive with material drawing, a mesh should
* be drawn using one or the other
* - passing NULL clears the state again */
int GPU_set_tpage(struct MTFace *tface, int mipmap, int transp);
/* Lights
* - returns how many lights were enabled
* - this affects fixed functions materials and texface, not glsl */
int GPU_default_lights(void);
int GPU_scene_object_lights(struct Scene *scene, struct Object *ob,
int lay, float viewmat[4][4], int ortho);
/* Text render
* - based on moving uv coordinates */
void GPU_render_text(struct MTFace *tface, int mode,
const char *textstr, int textlen, unsigned int *col,
float *v1, float *v2, float *v3, float *v4, int glattrib);
/* Mipmap settings
* - these will free textures on changes */
void GPU_set_mipmap(int mipmap);
int GPU_get_mipmap(void);
void GPU_set_linear_mipmap(int linear);
int GPU_get_linear_mipmap(void);
void GPU_paint_set_mipmap(int mipmap);
/* Anisotropic filtering settings
* - these will free textures on changes */
void GPU_set_anisotropic(float value);
float GPU_get_anisotropic(void);
/* enable gpu mipmapping */
void GPU_set_gpu_mipmapping(int gpu_mipmap);
/* Image updates and free
* - these deal with images bound as opengl textures */
void GPU_paint_update_image(struct Image *ima, int x, int y, int w, int h);
void GPU_update_images_framechange(void);
int GPU_update_image_time(struct Image *ima, double time);
int GPU_verify_image(struct Image *ima, struct ImageUser *iuser, int tftile, bool compare, bool mipmap, bool is_data);
void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float *frect, int rectw, int recth,
bool mipmap, bool use_hight_bit_depth, struct Image *ima);
void GPU_create_gl_tex_compressed(unsigned int *bind, unsigned int *pix, int x, int y, int mipmap, struct Image *ima, struct ImBuf *ibuf);
bool GPU_upload_dxt_texture(struct ImBuf *ibuf);
void GPU_free_image(struct Image *ima);
void GPU_free_images(void);
void GPU_free_images_anim(void);
/* smoke drawing functions */
void GPU_free_smoke(struct SmokeModifierData *smd);
void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
/* Delayed free of OpenGL buffers by main thread */
void GPU_free_unused_buffers(void);
#ifdef __cplusplus
}
#endif
#endif
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