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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., 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 *****
*/
#ifndef GPU_EXTENSIONS_H
#define GPU_EXTENSIONS_H
#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct ImageUser;
struct GPUTexture;
typedef struct GPUTexture GPUTexture;
struct GPUFrameBuffer;
typedef struct GPUFrameBuffer GPUFrameBuffer;
struct GPUOffScreen;
typedef struct GPUOffScreen GPUOffScreen;
struct GPUShader;
typedef struct GPUShader GPUShader;
/* GPU extensions support */
void GPU_extensions_disable(void);
void GPU_extensions_init(void); /* call this before running any of the functions below */
void GPU_extensions_exit(void);
int GPU_print_error(char *str);
int GPU_glsl_support(void);
int GPU_non_power_of_two_support(void);
int GPU_color_depth(void);
/* GPU Types */
typedef enum GPUDeviceType {
GPU_DEVICE_NVIDIA = (1<<0),
GPU_DEVICE_ATI = (1<<1),
GPU_DEVICE_INTEL = (1<<2),
GPU_DEVICE_SOFTWARE = (1<<3),
GPU_DEVICE_UNKNOWN = (1<<4),
GPU_DEVICE_ANY = (0xff)
} GPUDeviceType;
typedef enum GPUOSType {
GPU_OS_WIN = (1<<8),
GPU_OS_MAC = (1<<9),
GPU_OS_UNIX = (1<<10),
GPU_OS_ANY = (0xff00)
} GPUOSType;
typedef enum GPUDriverType {
GPU_DRIVER_OFFICIAL = (1<<16),
GPU_DRIVER_OPENSOURCE = (1<<17),
GPU_DRIVER_SOFTWARE = (1<<18),
GPU_DRIVER_ANY = (0xff0000)
} GPUDriverType;
int GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver);
/* 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 queried with GPU_texture_opengl_width/height. GPU_texture_coord_2f
calls glTexCoord2f with the coordinates adjusted 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
*/
unsigned int GPU_texture_vram_usage(void);
void GPU_texture_vram_add(unsigned int amount);
void GPU_texture_vram_subtract(unsigned int amount);
GPUTexture *GPU_texture_create_1D(int w, float *pixels);
GPUTexture *GPU_texture_create_2D(int w, int h, float *pixels);
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels);
GPUTexture *GPU_texture_create_depth(int w, int h);
GPUTexture *GPU_texture_from_blender(struct Image *ima,
struct ImageUser *iuser, double time, int mipmap);
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);
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);
/* 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 OffScreen
- wrapper around framebuffer and texture for simple offscreen drawing */
GPUOffScreen *GPU_offscreen_create(int width, int height);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs);
void GPU_offscreen_unbind(GPUOffScreen *ofs);
/* 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, const char *libcode); /*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
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