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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_simple_shader.h
* \ingroup gpu
*/
#ifndef __GPU_SIMPLE_SHADER_H__
#define __GPU_SIMPLE_SHADER_H__
#include "BLI_utildefines.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Fixed Function Shader */
typedef enum GPUSimpleShaderOption {
GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0), /* replace diffuse with glcolor */
GPU_SHADER_LIGHTING = (1<<1), /* use lighting */
GPU_SHADER_TWO_SIDED = (1<<2), /* flip normals towards viewer */
GPU_SHADER_TEXTURE_2D = (1<<3), /* use 2D texture to replace diffuse color */
GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
GPU_SHADER_OPTIONS_NUM = 5,
GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
} GPUSimpleShaderOption;
void GPU_simple_shaders_init(void);
void GPU_simple_shaders_exit(void);
void GPU_simple_shader_bind(int options);
void GPU_simple_shader_unbind(void);
void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
bool GPU_simple_shader_need_normals(void);
/* Fixed Function Lighting */
typedef struct GPULightData {
float position[4];
float diffuse[4];
float specular[4];
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_direction[3];
float spot_cutoff;
float spot_exponent;
} GPULightData;
void GPU_simple_shader_light_set(int light_num, GPULightData *light);
void GPU_simple_shader_light_set_viewer(bool local);
#ifdef __cplusplus
}
#endif
#endif
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