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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) 2005 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup gpu
 */

#ifndef __GPU_NODE_GRAPH_H__
#define __GPU_NODE_GRAPH_H__

#include "DNA_customdata_types.h"
#include "DNA_listBase.h"

#include "GPU_material.h"
#include "GPU_glew.h"
#include "GPU_shader.h"

struct GPUNode;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
struct ListBase;

typedef enum eGPUDataSource {
  GPU_SOURCE_OUTPUT,
  GPU_SOURCE_CONSTANT,
  GPU_SOURCE_UNIFORM,
  GPU_SOURCE_ATTR,
  GPU_SOURCE_BUILTIN,
  GPU_SOURCE_STRUCT,
  GPU_SOURCE_TEX,
} eGPUDataSource;

typedef enum {
  GPU_NODE_LINK_NONE = 0,
  GPU_NODE_LINK_ATTR,
  GPU_NODE_LINK_BUILTIN,
  GPU_NODE_LINK_COLORBAND,
  GPU_NODE_LINK_CONSTANT,
  GPU_NODE_LINK_IMAGE_BLENDER,
  GPU_NODE_LINK_IMAGE_TILEMAP,
  GPU_NODE_LINK_OUTPUT,
  GPU_NODE_LINK_UNIFORM,
} GPUNodeLinkType;

struct GPUNode {
  struct GPUNode *next, *prev;

  const char *name;

  /* Internal flag to mark nodes during pruning */
  bool tag;

  ListBase inputs;
  ListBase outputs;
};

struct GPUNodeLink {
  GPUNodeStack *socket;

  GPUNodeLinkType link_type;
  int users; /* Refcount */

  union {
    /* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
    float *data;
    /* GPU_NODE_LINK_BUILTIN */
    eGPUBuiltin builtin;
    /* GPU_NODE_LINK_COLORBAND */
    struct GPUTexture **colorband;
    /* GPU_NODE_LINK_OUTPUT */
    struct GPUOutput *output;
    /* GPU_NODE_LINK_ATTR */
    struct {
      const char *attr_name;
      CustomDataType attr_type;
    };
    /* GPU_NODE_LINK_IMAGE_BLENDER | GPU_NODE_LINK_IMAGE_TILEMAP */
    struct {
      struct Image *ima;
      struct ImageUser *iuser;
    };
  };
};

typedef struct GPUOutput {
  struct GPUOutput *next, *prev;

  GPUNode *node;
  eGPUType type;     /* data type = length of vector/matrix */
  GPUNodeLink *link; /* output link */
  int id;            /* unique id as created by code generator */
} GPUOutput;

typedef struct GPUInput {
  struct GPUInput *next, *prev;

  GPUNode *node;
  eGPUType type; /* datatype */
  GPUNodeLink *link;
  int id; /* unique id as created by code generator */

  eGPUDataSource source; /* data source */

  int shaderloc;       /* id from opengl */
  char shadername[32]; /* name in shader */

  /* Content based on eGPUDataSource */
  union {
    /* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
    float vec[16]; /* vector data */
    /* GPU_SOURCE_BUILTIN */
    eGPUBuiltin builtin; /* builtin uniform */
    /* GPU_SOURCE_TEX */
    struct {
      struct GPUTexture **colorband; /* input texture, only set at runtime */
      struct Image *ima;             /* image */
      struct ImageUser *iuser;       /* image user */
      bool bindtex;                  /* input is responsible for binding the texture? */
      int texid;                     /* number for multitexture, starting from zero */
      eGPUType textype;              /* texture type (2D, 1D Array ...) */
    };
    /* GPU_SOURCE_ATTR */
    struct {
      /** Attribute name. */
      char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
      /** ID for vertex attributes. */
      int attr_id;
      /** This is the first one that is bound. */
      bool attr_first;
      /** Attribute type. */
      CustomDataType attr_type;
    };
  };
} GPUInput;

typedef struct GPUNodeGraph {
  /* Nodes */
  ListBase nodes;

  /* Inputs and output. */
  ListBase inputs;
  GPUNodeLink *outlink;

  /* Requested attributes and textures. */
  ListBase attributes;
  ListBase textures;
} GPUNodeGraph;

/* Node Graph */

void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
void gpu_node_graph_free(GPUNodeGraph *graph);

/* Material calls */

void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
                                                      int size,
                                                      float *pixels,
                                                      float *row);

struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);

#endif /* __GPU_NODE_GRAPH_H__ */