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/*
* 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) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file blender/gpu/GPU_vertex_format.h
* \ingroup gpu
*
* GPU vertex format
*/
#ifndef __GPU_VERTEX_FORMAT_H__
#define __GPU_VERTEX_FORMAT_H__
#include "GPU_common.h"
#define GPU_VERT_ATTR_MAX_LEN 16
#define GPU_VERT_ATTR_MAX_NAMES 3
#define GPU_VERT_ATTR_NAME_AVERAGE_LEN 11
#define GPU_VERT_ATTR_NAMES_BUF_LEN ((GPU_VERT_ATTR_NAME_AVERAGE_LEN + 1) * GPU_VERT_ATTR_MAX_LEN)
typedef enum {
GPU_COMP_I8,
GPU_COMP_U8,
GPU_COMP_I16,
GPU_COMP_U16,
GPU_COMP_I32,
GPU_COMP_U32,
GPU_COMP_F32,
GPU_COMP_I10
} GPUVertCompType;
typedef enum {
GPU_FETCH_FLOAT,
GPU_FETCH_INT,
GPU_FETCH_INT_TO_FLOAT_UNIT, /* 127 (ubyte) -> 0.5 (and so on for other int types) */
GPU_FETCH_INT_TO_FLOAT /* 127 (any int type) -> 127.0 */
} GPUVertFetchMode;
typedef struct GPUVertAttr {
GPUVertFetchMode fetch_mode;
GPUVertCompType comp_type;
uint gl_comp_type;
uint comp_len; /* 1 to 4 or 8 or 12 or 16 */
uint sz; /* size in bytes, 1 to 64 */
uint offset; /* from beginning of vertex, in bytes */
uint name_len; /* up to GPU_VERT_ATTR_MAX_NAMES */
const char *name[GPU_VERT_ATTR_MAX_NAMES];
} GPUVertAttr;
typedef struct GPUVertFormat {
/** 0 to 16 (GPU_VERT_ATTR_MAX_LEN). */
uint attr_len;
/** Total count of active vertex attribute. */
uint name_len;
/** Stride in bytes, 1 to 256. */
uint stride;
uint name_offset;
bool packed;
char names[GPU_VERT_ATTR_NAMES_BUF_LEN];
/** TODO: variable-size array */
GPUVertAttr attrs[GPU_VERT_ATTR_MAX_LEN];
} GPUVertFormat;
struct GPUShaderInterface;
void GPU_vertformat_clear(GPUVertFormat *);
void GPU_vertformat_copy(GPUVertFormat *dest, const GPUVertFormat *src);
void GPU_vertformat_from_interface(GPUVertFormat *format, const struct GPUShaderInterface *shaderface);
uint GPU_vertformat_attr_add(
GPUVertFormat *, const char *name,
GPUVertCompType, uint comp_len, GPUVertFetchMode);
void GPU_vertformat_alias_add(GPUVertFormat *, const char *alias);
int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name);
/**
* This makes the "virtual" attributes with suffixes "0", "1", "2" to access triangle data in the vertex
* shader.
*
* IMPORTANT:
* - Call this before creating the vertex buffer and after creating all attributes
* - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION.
**/
void GPU_vertformat_triple_load(GPUVertFormat *format);
/* format conversion */
typedef struct GPUPackedNormal {
int x : 10;
int y : 10;
int z : 10;
int w : 2; /* 0 by default, can manually set to { -2, -1, 0, 1 } */
} GPUPackedNormal;
GPUPackedNormal GPU_normal_convert_i10_v3(const float data[3]);
GPUPackedNormal GPU_normal_convert_i10_s3(const short data[3]);
#endif /* __GPU_VERTEX_FORMAT_H__ */
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