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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): Clement Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_pbr.h
* \ingroup gpu
*/
#ifndef __GPU_LUTS_H__
#define __GPU_LUTS_H__
#ifdef __cplusplus
extern "C" {
#endif
struct GPUTexture;
struct GPUFrameBuffer;
typedef struct GPUScreenBuffer {
int type;
int w, h;
float clipsta, clipend;
float pixelprojmat[4][4];
struct GPUTexture *tex;
struct GPUTexture *depth;
struct GPUFrameBuffer *fb;
struct GPUFrameBuffer *downsamplingfb;
} GPUScreenBuffer;
typedef struct GPUPBR {
struct GPUTexture *hammersley;
struct GPUTexture *jitter;
struct GPUTexture *ltc_mat_ggx;
struct GPUTexture *ltc_mag_ggx;
GPUScreenBuffer *scene;
GPUScreenBuffer *backface;
} GPUPBR;
typedef enum GPUScreenBufferType {
GPU_COLOR_BUFFER = 0,
GPU_BACKFACE_BUFFER = 1,
} GPUScreenBufferType;
GPUPBR *GPU_pbr_create(void);
void GPU_pbr_update(GPUPBR *pbr, GPUPBRSettings *pbr_settings, struct Scene *scene, struct View3D *v3d, struct ARegion *ar);
void GPU_pbr_free(GPUPBR *pbr);
void GPU_scenebuf_free(GPUScreenBuffer *buf);
GPUScreenBuffer *GPU_pbr_scene_buffer(GPUPBR *pbr, int width, int height);
GPUScreenBuffer *GPU_pbr_backface_buffer(GPUPBR *pbr, int width, int height);
void GPU_scenebuf_bind(GPUScreenBuffer* buf, float winmat[4][4], int winsize[2], float clipsta, float clipend);
void GPU_scenebuf_unbind(GPUScreenBuffer* buf);
void GPU_scenebuf_filter_texture(GPUScreenBuffer* buf);
void GPU_pbr_settings_validate(struct GPUPBRSettings *pbr_settings);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_LUTS_H__ */
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