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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This shader 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This shader 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 shader; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef GPU_GAME_H
#define GPU_GAME_H
#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct MTFace;
struct Object;
struct Scene;
struct View3D;
struct RegionView3D;
/* 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);
/* 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, int glsl, int *do_alpha_pass);
void GPU_end_object_materials(void);
int GPU_enable_material(int nr, void *attribs);
void GPU_disable_material(void);
void GPU_set_material_blend_mode(int blendmode);
int GPU_get_material_blend_mode(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);
/* 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], 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);
void GPU_set_linear_mipmap(int linear);
void GPU_paint_set_mipmap(int 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, int mipmap);
void GPU_update_images_framechange(void);
int GPU_update_image_time(struct Image *ima, double time);
int GPU_verify_image(struct Image *ima, int tftile, int tfmode, int compare, int mipmap);
void GPU_free_image(struct Image *ima);
void GPU_free_images(void);
/* smoke drawing functions */
void GPU_free_smoke(struct SmokeModifierData *smd);
void GPU_create_smoke(struct SmokeModifierData *smd);
#ifdef __cplusplus
}
#endif
#endif
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