Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
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source/blender/gpu/GPU_shader_builtin.hh
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145
source/blender/gpu/GPU_shader_builtin.hh
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/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Set of shaders used for interface drawing.
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*
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* 2D shaders are not expected to work in 3D.
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* 3D shaders can work with 2D geometry and matrices.
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*
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* `INST` suffix means instance, which means the shader is build to leverage instancing
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* capabilities to reduce the number of draw-calls.
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*
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* For full list of parameters, search for the associated #ShaderCreateInfo.
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* Example: `GPU_SHADER_ICON` is defined by `GPU_SHADER_CREATE_INFO(gpu_shader_icon)`
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* Some parameters are builtins and are set automatically (ex: `ModelViewProjectionMatrix`).
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*/
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#pragma once
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struct GPUShader;
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enum eGPUBuiltinShader {
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/** Glyph drawing shader used by the BLF module. */
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GPU_SHADER_TEXT,
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/** Draws keyframe markers. All markers shapes are supported through a single shader. */
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GPU_SHADER_KEYFRAME_SHAPE,
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/** Draw solid mesh with a single distant light using a clamped simple dot product. */
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GPU_SHADER_SIMPLE_LIGHTING,
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/** Draw an icon, leaving a semi-transparent rectangle on top of the icon. */
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GPU_SHADER_ICON,
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/** Draw a texture with a uniform color multiplied. */
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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/** Draw a texture with a desaturation factor. */
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GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
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/** Draw a group of texture rectangle with an associated color multiplied. */
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GPU_SHADER_ICON_MULTI,
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/** Draw a two color checker based on screen position (not UV coordinates). */
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GPU_SHADER_2D_CHECKER,
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/** Draw diagonal stripes with two alternating colors. */
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GPU_SHADER_2D_DIAG_STRIPES,
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/** Draw dashed lines with custom dash length and uniform color. */
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/** Draw triangles / lines / points with only depth output. */
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GPU_SHADER_3D_DEPTH_ONLY,
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/** Merge viewport overlay texture with the render output. */
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GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE,
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GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE,
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/** Merge viewport overlay texture with the render output. */
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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/** Used for drawing of annotations (former grease pencil). */
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GPU_SHADER_GPENCIL_STROKE,
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/** Draw rounded area borders with silky smooth anti-aliasing without any over-draw. */
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GPU_SHADER_2D_AREA_BORDERS,
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/** Multi usage widget shaders for drawing buttons and other UI elements. */
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GPU_SHADER_2D_WIDGET_BASE,
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GPU_SHADER_2D_WIDGET_BASE_INST,
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GPU_SHADER_2D_WIDGET_SHADOW,
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/** Draw a node link given an input quadratic Bezier curve. */
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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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/** Draw round points with per vertex size and color. */
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/** Draw round points with a uniform size. Disabling blending will disable AA. */
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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/** Draw round points with a uniform size and an outline. Disabling blending will disable AA. */
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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/** Draw geometry with uniform color. Has an additional clip plane parameter. */
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/** Draw wide lines with uniform color. Has an additional clip plane parameter. */
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GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR,
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/** Compute shaders to generate 2d index buffers (mainly for curve drawing). */
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GPU_SHADER_INDEXBUF_POINTS,
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GPU_SHADER_INDEXBUF_LINES,
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GPU_SHADER_INDEXBUF_TRIS,
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/**
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* ----------------------- Shaders exposed through pyGPU module -----------------------
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*
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* Avoid breaking the interface of these shaders as they are used by addons.
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* Polyline versions are used for drawing wide lines (> 1px width).
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*/
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/**
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* Take a 3D position and color for each vertex without color interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_FLAT_COLOR,
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GPU_SHADER_3D_POLYLINE_FLAT_COLOR,
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/**
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* Take a 3D position and color for each vertex with perspective correct interpolation.
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*
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* \param color: in vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR,
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/**
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* Take a single color for all the vertices and a 3D position for each vertex.
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*
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* \param color: uniform vec4
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR,
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/**
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* Draw a texture in 3D. Take a 3D position and a 2D texture coordinate for each vertex.
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*
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE,
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/**
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* Take a 3D position and color for each vertex with linear interpolation in window space.
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*
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* \param color: uniform vec4
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* \param image: uniform sampler2D
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* \param texCoord: in vec2
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* \param pos: in vec3
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*/
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GPU_SHADER_3D_IMAGE_COLOR,
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};
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#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_3D_IMAGE_COLOR + 1)
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/** Support multiple configurations. */
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enum eGPUShaderConfig {
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GPU_SHADER_CFG_DEFAULT = 0,
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GPU_SHADER_CFG_CLIPPED = 1,
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};
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#define GPU_SHADER_CFG_LEN (GPU_SHADER_CFG_CLIPPED + 1)
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GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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eGPUShaderConfig sh_cfg);
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GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader);
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void GPU_shader_free_builtin_shaders();
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