Blender V2.61 - r43446

GPU_material.h

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2005 Blender Foundation.
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): Brecht Van Lommel.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00032 #ifndef __GPU_MATERIAL__
00033 #define __GPU_MATERIAL__
00034 
00035 #include "DNA_listBase.h"
00036 
00037 #ifdef __cplusplus
00038 extern "C" {
00039 #endif
00040 
00041 struct Image;
00042 struct ImageUser;
00043 struct Material;
00044 struct Object;
00045 struct Lamp;
00046 struct Image;
00047 struct bNode;
00048 struct LinkNode;
00049 struct LinkInOutsMuteNode;
00050 struct Scene;
00051 struct GPUVertexAttribs;
00052 struct GPUNode;
00053 struct GPUNodeLink;
00054 struct GPUNodeStack;
00055 struct GPUMaterial;
00056 struct GPUTexture;
00057 struct GPULamp;
00058 
00059 typedef struct GPUNode GPUNode;
00060 typedef struct GPUNodeLink GPUNodeLink;
00061 typedef struct GPUMaterial GPUMaterial;
00062 typedef struct GPULamp GPULamp;
00063 
00064 /* Functions to create GPU Materials nodes */
00065 
00066 typedef enum GPUType {
00067     GPU_NONE = 0,
00068     GPU_FLOAT = 1,
00069     GPU_VEC2 = 2,
00070     GPU_VEC3 = 3,
00071     GPU_VEC4 = 4,
00072     GPU_MAT3 = 9,
00073     GPU_MAT4 = 16,
00074     GPU_TEX2D = 1002,
00075     GPU_SHADOW2D = 1003,
00076     GPU_ATTRIB = 3001
00077 } GPUType;
00078 
00079 typedef enum GPUBuiltin {
00080     GPU_VIEW_MATRIX = 1,
00081     GPU_OBJECT_MATRIX = 2,
00082     GPU_INVERSE_VIEW_MATRIX = 4,
00083     GPU_INVERSE_OBJECT_MATRIX = 8,
00084     GPU_VIEW_POSITION = 16,
00085     GPU_VIEW_NORMAL = 32,
00086     GPU_OBCOLOR = 64,
00087     GPU_AUTO_BUMPSCALE = 128
00088 } GPUBuiltin;
00089 
00090 typedef enum GPUBlendMode {
00091     GPU_BLEND_SOLID = 0,
00092     GPU_BLEND_ADD = 1,
00093     GPU_BLEND_ALPHA = 2,
00094     GPU_BLEND_CLIP = 4,
00095     GPU_BLEND_ALPHA_SORT = 8
00096 } GPUBlendMode;
00097 
00098 typedef struct GPUNodeStack {
00099     GPUType type;
00100     const char *name;
00101     float vec[4];
00102     struct GPUNodeLink *link;
00103     short hasinput;
00104     short hasoutput;
00105     short sockettype;
00106 } GPUNodeStack;
00107 
00108 GPUNodeLink *GPU_attribute(int type, const char *name);
00109 GPUNodeLink *GPU_uniform(float *num);
00110 GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data);
00111 GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
00112 GPUNodeLink *GPU_texture(int size, float *pixels);
00113 GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, int dynamictype, void *data);
00114 GPUNodeLink *GPU_socket(GPUNodeStack *sock);
00115 GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
00116 
00117 int GPU_link(GPUMaterial *mat, const char *name, ...);
00118 int GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
00119 int GPU_stack_link_mute(GPUMaterial *mat, const char *name, struct LinkInOutsMuteNode *mlnk);
00120 
00121 void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
00122 void GPU_material_enable_alpha(GPUMaterial *material);
00123 GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
00124 
00125 /* High level functions to create and use GPU materials */
00126 
00127 GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma);
00128 void GPU_material_free(struct Material *ma);
00129 
00130 void GPU_materials_free(void);
00131 
00132 void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap);
00133 void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4], float autobumpscale);
00134 void GPU_material_unbind(GPUMaterial *material);
00135 int GPU_material_bound(GPUMaterial *material);
00136 
00137 void GPU_material_vertex_attributes(GPUMaterial *material,
00138     struct GPUVertexAttribs *attrib);
00139 
00140 /* Exported shading */
00141 
00142 typedef struct GPUShadeInput {
00143     GPUMaterial *gpumat;
00144     struct Material *mat;
00145 
00146     GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref;
00147     GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb;
00148 } GPUShadeInput;
00149 
00150 typedef struct GPUShadeResult {
00151     GPUNodeLink *diff, *spec, *combined, *alpha;
00152 } GPUShadeResult;
00153 
00154 void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
00155 void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
00156 
00157 /* Export GLSL shader */
00158 
00159 typedef enum GPUDynamicType {
00160     GPU_DYNAMIC_NONE = 0,
00161     GPU_DYNAMIC_OBJECT_VIEWMAT = 1,
00162     GPU_DYNAMIC_OBJECT_MAT = 2,
00163     GPU_DYNAMIC_OBJECT_VIEWIMAT = 3,
00164     GPU_DYNAMIC_OBJECT_IMAT = 4,
00165     GPU_DYNAMIC_OBJECT_COLOR = 5,
00166     GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 15,
00167     GPU_DYNAMIC_LAMP_FIRST = 6,
00168     GPU_DYNAMIC_LAMP_DYNVEC = 6,
00169     GPU_DYNAMIC_LAMP_DYNCO = 7,
00170     GPU_DYNAMIC_LAMP_DYNIMAT = 8,
00171     GPU_DYNAMIC_LAMP_DYNPERSMAT = 9,
00172     GPU_DYNAMIC_LAMP_DYNENERGY = 10,
00173     GPU_DYNAMIC_LAMP_DYNCOL = 11,
00174     GPU_DYNAMIC_LAMP_LAST = 11,
00175     GPU_DYNAMIC_SAMPLER_2DBUFFER = 12,
00176     GPU_DYNAMIC_SAMPLER_2DIMAGE = 13,
00177     GPU_DYNAMIC_SAMPLER_2DSHADOW = 14,
00178 } GPUDynamicType;
00179 
00180 typedef enum GPUDataType {
00181     GPU_DATA_NONE = 0,
00182     GPU_DATA_1I = 1,    // 1 integer
00183     GPU_DATA_1F = 2,
00184     GPU_DATA_2F = 3,
00185     GPU_DATA_3F = 4,
00186     GPU_DATA_4F = 5,
00187     GPU_DATA_9F = 6,
00188     GPU_DATA_16F = 7,
00189     GPU_DATA_4UB = 8,
00190 } GPUDataType;
00191 
00192 /* this structure gives information of each uniform found in the shader */
00193 typedef struct GPUInputUniform {
00194     struct GPUInputUniform *next, *prev;
00195     char varname[32];       /* name of uniform in shader */
00196     GPUDynamicType type;    /* type of uniform, data format and calculation derive from it */
00197     GPUDataType datatype;   /* type of uniform data */
00198     struct Object *lamp;    /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */
00199     struct Image *image;    /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */
00200     int texnumber;          /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */
00201     unsigned char *texpixels;   /* for internally generated texture, pixel data in RGBA format */
00202     int texsize;            /* size in pixel of the texture in texpixels buffer: for 2D textures, this is S and T size (square texture) */
00203 } GPUInputUniform;
00204 
00205 typedef struct GPUInputAttribute {
00206     struct GPUInputAttribute *next, *prev;
00207     char varname[32];   /* name of attribute in shader */
00208     int type;           /* from CustomData.type, data type derives from it */
00209     GPUDataType datatype;   /* type of attribute data */
00210     const char *name;   /* layer name */
00211     int number;         /* generic attribute number */
00212 } GPUInputAttribute;
00213 
00214 typedef struct GPUShaderExport {
00215     ListBase uniforms;
00216     ListBase attributes;
00217     char *vertex;
00218     char *fragment;
00219 } GPUShaderExport;
00220 
00221 GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
00222 void GPU_free_shader_export(GPUShaderExport *shader);
00223 
00224 /* Lamps */
00225 
00226 GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
00227 void GPU_lamp_free(struct Object *ob);
00228 
00229 int GPU_lamp_has_shadow_buffer(GPULamp *lamp);
00230 void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]);
00231 void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
00232 
00233 void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4]);
00234 void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
00235 int GPU_lamp_shadow_layer(GPULamp *lamp);
00236 
00237 #ifdef __cplusplus
00238 }
00239 #endif
00240 
00241 #endif /*__GPU_MATERIAL__*/
00242