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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_EXTENSIONS_H
#define GPU_EXTENSIONS_H

#ifdef __cplusplus
extern "C" {
#endif

/* GPU extensions support */

struct Image;
struct ImageUser;

struct GPUTexture;
typedef struct GPUTexture GPUTexture;

struct GPUFrameBuffer;
typedef struct GPUFrameBuffer GPUFrameBuffer;

struct GPUShader;
typedef struct GPUShader GPUShader;

void GPU_extensions_init(void); /* call this before running any of the functions below */
void GPU_extensions_exit(void);
int GPU_extensions_minimum_support(void);
int GPU_print_error(char *str);

/* GPU Texture
   - always returns unsigned char RGBA textures
   - if texture with non square dimensions is created, depending on the
     graphics card capabilities the texture may actually be stored in a
	 larger texture with power of two dimensions. the actual dimensions
	 may be querd with GPU_texture_opengl_width/height. GPU_texture_coord_2f
	 calls glTexCoord2f with the coordinates adjust for this.
   - can use reference counting:
       - reference counter after GPU_texture_create is 1
       - GPU_texture_ref increases by one
       - GPU_texture_free decreases by one, and frees if 0
	- if created with from_blender, will not free the texture
*/

GPUTexture *GPU_texture_create_1D(int w, float *pixels, int halffloat);
GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels, int halffloat);
GPUTexture *GPU_texture_create_depth(int w, int h);
GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser);
void GPU_texture_free(GPUTexture *tex);

void GPU_texture_ref(GPUTexture *tex);

void GPU_texture_bind(GPUTexture *tex, int number);
void GPU_texture_unbind(GPUTexture *tex);

int GPU_texture_width(GPUTexture *tex);
int GPU_texture_height(GPUTexture *tex);

int GPU_texture_is_half_float(GPUTexture *tex);
GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);

int GPU_texture_target(GPUTexture *tex);

int GPU_texture_opengl_width(GPUTexture *tex);
int GPU_texture_opengl_height(GPUTexture *tex);
void GPU_texture_coord_2f(GPUTexture *tex, float s, float t);

/* GPU Framebuffer
   - this is a wrapper for an OpenGL framebuffer object (FBO). in practice
     multiple FBO's may be created, to get around limitations on the number
	 of attached textures and the dimension requirements.
   - after any of the GPU_framebuffer_* functions, GPU_framebuffer_restore must
     be called before rendering to the window framebuffer again */

GPUFrameBuffer *GPU_framebuffer_create();
int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
void GPU_framebuffer_free(GPUFrameBuffer *fb);

void GPU_framebuffer_restore();

/* GPU Shader
   - only for fragment shaders now
   - must call texture bind before setting a texture as uniform! */

GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, GPUShader *lib);
GPUShader *GPU_shader_create_lib(const char *code);
void GPU_shader_free(GPUShader *shader);

void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind();

int GPU_shader_get_uniform(GPUShader *shader, char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
	int arraysize, float *value);
void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex);

int GPU_shader_get_attribute(GPUShader *shader, char *name);

/* Vertex attributes for shaders */

#define GPU_MAX_ATTRIB		32

typedef struct GPUVertexAttribs {
	struct {
		int type;
		int glindex;
		char name[32];
	} layer[GPU_MAX_ATTRIB];

	int totlayer;
} GPUVertexAttribs;

#ifdef __cplusplus
}
#endif

#endif