Welcome to mirror list, hosted at ThFree Co, Russian Federation.

GPU_shader.h « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: b53e6f108e71648ca6a9c8c2d13263776a08103b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
/*
 * ***** 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_shader.h
 *  \ingroup gpu
 */

#ifndef __GPU_SHADER_H__
#define __GPU_SHADER_H__

#ifdef __cplusplus
extern "C" {
#endif

typedef struct GPUShader GPUShader;
struct GPUTexture;
struct GPUUniformBuffer;

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

typedef enum GPUShaderTFBType {
	GPU_SHADER_TFB_NONE         = 0, /* Transform feedback unsupported. */
	GPU_SHADER_TFB_POINTS       = 1,
	GPU_SHADER_TFB_LINES        = 2,
	GPU_SHADER_TFB_TRIANGLES    = 3,
} GPUShaderTFBType;

GPUShader *GPU_shader_create(
        const char *vertexcode,
        const char *fragcode,
        const char *geocode,
        const char *libcode,
        const char *defines,
        const char *shader_name);
GPUShader *GPU_shader_create_ex(
        const char *vertexcode,
        const char *fragcode,
        const char *geocode,
        const char *libcode,
        const char *defines,
        const GPUShaderTFBType tf_type,
        const char **tf_names,
        const int tf_count,
        const char *shader_name);
void GPU_shader_free(GPUShader *shader);

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

/* Returns true if transform feedback was successfully enabled. */
bool GPU_shader_transform_feedback_enable(GPUShader *shader, unsigned int vbo_id);
void GPU_shader_transform_feedback_disable(GPUShader *shader);

int GPU_shader_get_program(GPUShader *shader);

void *GPU_shader_get_interface(GPUShader *shader);

int GPU_shader_get_uniform(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(
        GPUShader *shader, int location, int length,
        int arraysize, const float *value);
void GPU_shader_uniform_vector_int(
        GPUShader *shader, int location, int length,
        int arraysize, const int *value);

void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);

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

/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
	/* UNUSED (TODO REMOVE) */
	GPU_SHADER_SMOKE,
	GPU_SHADER_SMOKE_FIRE,
	GPU_SHADER_SMOKE_COBA,

	/* specialized drawing */
	GPU_SHADER_TEXT,
	GPU_SHADER_TEXT_SIMPLE,
	GPU_SHADER_EDGES_FRONT_BACK_PERSP,
	GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
	GPU_SHADER_EDGES_OVERLAY_SIMPLE,
	GPU_SHADER_EDGES_OVERLAY,
	GPU_SHADER_KEYFRAME_DIAMOND,
	GPU_SHADER_SIMPLE_LIGHTING,
	GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
	GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
	GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,

	/* for simple 2D drawing */
	/**
	 * Take a single color for all the vertices and a 2D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_UNIFORM_COLOR,
	/**
	 * Take a 2D position and color for each vertex without color interpolation.
	 *
	 * \param color: in vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_FLAT_COLOR,
	/**
	 * Take a 2D position and color for each vertex with linear interpolation in window space.
	 *
	 * \param color: in vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_SMOOTH_COLOR,
	GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
	GPU_SHADER_2D_IMAGE,
	GPU_SHADER_2D_IMAGE_COLOR,
	GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
	GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
	GPU_SHADER_2D_IMAGE_ALPHA,
	GPU_SHADER_2D_IMAGE_RECT_COLOR,
	GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
	GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
	GPU_SHADER_2D_CHECKER,
	GPU_SHADER_2D_DIAG_STRIPES,
	/* for simple 3D drawing */
	/**
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_UNIFORM_COLOR,
	GPU_SHADER_3D_UNIFORM_COLOR_U32,
	GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
	/**
	 * Take a 3D position and color for each vertex without color interpolation.
	 *
	 * \param color: in vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_FLAT_COLOR,
	GPU_SHADER_3D_FLAT_COLOR_U32,  /* use for select-id's */
	/**
	 * Take a 3D position and color for each vertex with perspective correct interpolation.
	 *
	 * \param color: in vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_SMOOTH_COLOR,
	/**
	 * Take a 3D position for each vertex and output only depth.
	 *
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_DEPTH_ONLY,
	GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
	/* basic image drawing */
	GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB,
	GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
	GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
	/**
	 * Draw texture with alpha. Take a 3D position and a 2D texture coordinate for each vertex.
	 *
	 * \param alpha: uniform float
	 * \param image: uniform sampler2D
	 * \param texCoord: in vec2
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
	/**
	 * Draw linearized depth texture relate to near and far distances.
	 * Take a 3D position and a 2D texture coordinate for each vertex.
	 *
	 * \param znear: uniform float
	 * \param zfar: uniform float
	 * \param image: uniform sampler2D
	 * \param texCoord: in vec2
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_IMAGE_DEPTH,
	GPU_SHADER_3D_IMAGE_DEPTH_COPY,
	/* stereo 3d */
	GPU_SHADER_2D_IMAGE_INTERLACE,
	/* points */
	/**
	 * Draw round points with a hardcoded size.
	 * Take a single color for all the vertices and a 2D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
	/**
	 * Draw round points with a constant size.
	 * Take a single color for all the vertices and a 2D position for each vertex.
	 *
	 * \param size: uniform float
	 * \param color: uniform vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
	/**
	 * Draw round points with a constant size and an outline.
	 * Take a single color for all the vertices and a 2D position for each vertex.
	 *
	 * \param size: uniform float
	 * \param outlineWidth: uniform float
	 * \param color: uniform vec4
	 * \param outlineColor: uniform vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
	/**
	 * Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
	 *
	 * \param size: uniform float
	 * \param outlineWidth: uniform float
	 * \param outlineColor: uniform vec4
	 * \param color: in vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
	/**
	 * Draw round points with a constant size and an outline. Take a 2D position and a color for each vertex.
	 *
	 * \param size: in float
	 * \param color: in vec4
	 * \param pos: in vec2
	 */
	GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
	/**
	 * Draw round points with a hardcoded size.
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
	/**
	 * Draw round points with a hardcoded size.
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
	/**
	 * Draw round points with a constant size.
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param size: uniform float
	 * \param color: uniform vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
	/**
	 * Draw round points with a constant size and an outline.
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param size: uniform float
	 * \param outlineWidth: uniform float
	 * \param color: uniform vec4
	 * \param outlineColor: uniform vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
	/**
	 * Draw round points with a constant size and an outline.
	 * Take a single color for all the vertices and a 3D position for each vertex.
	 *
	 * \param color: uniform vec4
	 * \param size: in float
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
	/**
	 * Draw round points with a constant size and an outline. Take a 3D position and a color for each vertex.
	 *
	 * \param size: in float
	 * \param color: in vec4
	 * \param pos: in vec3
	 */
	GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
	/* lines */
	GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
	GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
	/* lamp drawing */
	GPU_SHADER_3D_GROUNDPOINT,
	GPU_SHADER_3D_GROUNDLINE,
	GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
	/* bone drawing */
	GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
	GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
	/* camera drawing */
	GPU_SHADER_CAMERA,
	/* distance in front of objects */
	GPU_SHADER_DISTANCE_LINES,
	/* axis name */
	GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
	GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
	/* instance */
	GPU_SHADER_INSTANCE_UNIFORM_COLOR,
	GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, /* Uniformly scaled */
	GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
	GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
	GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
	/* grease pencil drawing */
	GPU_SHADER_GPENCIL_STROKE,
	GPU_SHADER_GPENCIL_FILL,
	/* specialized for widget drawing */
	GPU_SHADER_2D_AREA_EDGES,
	GPU_SHADER_2D_WIDGET_BASE,
	GPU_SHADER_2D_WIDGET_BASE_INST,
	GPU_SHADER_2D_WIDGET_SHADOW,
	GPU_SHADER_2D_NODELINK,
	GPU_SHADER_2D_NODELINK_INST,
	/* specialized for edituv drawing */
	GPU_SHADER_2D_UV_VERTS,
	GPU_SHADER_2D_UV_FACEDOTS,
	GPU_SHADER_2D_UV_EDGES,
	GPU_SHADER_2D_UV_EDGES_SMOOTH,
	GPU_SHADER_2D_UV_FACES,
	GPU_SHADER_2D_UV_FACES_STRETCH,

	GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
} GPUBuiltinShader;

/** Keep these in sync with:
 * - `gpu_shader_image_interlace_frag.glsl`
 * - `gpu_shader_image_rect_interlace_frag.glsl`
 */
typedef enum GPUInterlaceShader {
	GPU_SHADER_INTERLACE_ROW               = 0,
	GPU_SHADER_INTERLACE_COLUMN            = 1,
	GPU_SHADER_INTERLACE_CHECKER           = 2,
} GPUInterlaceShader;

GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);

void GPU_shader_get_builtin_shader_code(
        GPUBuiltinShader shader,
        const char **r_vert, const char **r_frag,
        const char **r_geom, const char **r_defines);

void GPU_shader_free_builtin_shaders(void);

/* Vertex attributes for shaders */

#define GPU_MAX_ATTRIB 32

typedef struct GPUVertexAttribs {
	struct {
		int type;
		int glindex;
		int glinfoindoex;
		int gltexco;
		int attribid;
		char name[64];  /* MAX_CUSTOMDATA_LAYER_NAME */
	} layer[GPU_MAX_ATTRIB];

	int totlayer;
} GPUVertexAttribs;

#ifdef __cplusplus
}
#endif

#endif  /* __GPU_SHADER_H__ */