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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_texture.h
* \ingroup gpu
*/
#ifndef __GPU_TEXTURE_H__
#define __GPU_TEXTURE_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct ImageUser;
struct PreviewImage;
struct GPUFrameBuffer;
typedef struct GPUTexture GPUTexture;
/* 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.
* - 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
*/
typedef enum GPUHDRType {
GPU_HDR_NONE = 0,
GPU_HDR_HALF_FLOAT = 1,
GPU_HDR_FULL_FLOAT = (1 << 1),
} GPUHDRType;
GPUTexture *GPU_texture_create_1D(int w, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, GPUHDRType hdr, char err_out[256]);
GPUTexture *GPU_texture_create_3D(int w, int h, int depth, int channels, const float *fpixels);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
GPUTexture *GPU_texture_create_2D_procedural(int w, int h, const float *pixels, bool repeat, char err_out[256]);
GPUTexture *GPU_texture_create_1D_procedural(int w, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(
int w, int h, const float *pixels, GPUHDRType hdr, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
GPUTexture *GPU_texture_from_blender(
struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time, int mipmap);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
void GPU_invalid_tex_init(void);
void GPU_invalid_tex_bind(int mode);
void GPU_invalid_tex_free(void);
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);
int GPU_texture_bound_number(GPUTexture *tex);
void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter);
struct GPUFrameBuffer *GPU_texture_framebuffer(GPUTexture *tex);
int GPU_texture_framebuffer_attachment(GPUTexture *tex);
void GPU_texture_framebuffer_set(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
int GPU_texture_target(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
int GPU_texture_height(const GPUTexture *tex);
int GPU_texture_depth(const GPUTexture *tex);
int GPU_texture_opengl_bindcode(const GPUTexture *tex);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_TEXTURE_H__ */
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