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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): 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);
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
/* Builtin/Non-generated shaders */
typedef enum GPUBuiltinShader {
/* 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_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,
/**
* 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,
/* Selection */
GPU_SHADER_3D_FLAT_SELECT_ID,
GPU_SHADER_3D_UNIFORM_SELECT_ID,
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__ */
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