Dithering the output color for 8bit precision framebuffer with bayer matrix. On my tests the bayer matrux patterns are not noticeable at all. Note that it also does that in opengl rendered mode which can be in a much higher bitdepth. We can fix that if that's a problem in the future but I doubt it will.
228 lines
7.0 KiB
C
228 lines
7.0 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_shader.h
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* \ingroup gpu
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*/
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#ifndef __GPU_SHADER_H__
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#define __GPU_SHADER_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct GPUShader GPUShader;
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struct GPUTexture;
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struct GPUUniformBuffer;
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/* GPU Shader
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* - only for fragment shaders now
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* - must call texture bind before setting a texture as uniform! */
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enum {
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GPU_SHADER_FLAGS_NONE = 0,
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GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
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GPU_SHADER_FLAGS_NEW_SHADING = (1 << 1),
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};
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GPUShader *GPU_shader_create(
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const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines);
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GPUShader *GPU_shader_create_ex(
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const char *vertexcode,
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const char *fragcode,
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const char *geocode,
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const char *libcode,
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const char *defines,
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const int flags);
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void GPU_shader_free(GPUShader *shader);
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void GPU_shader_bind(GPUShader *shader);
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void GPU_shader_unbind(void);
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int GPU_shader_get_program(GPUShader *shader);
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void *GPU_shader_get_interface(GPUShader *shader);
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int GPU_shader_get_uniform(GPUShader *shader, const char *name);
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int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
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int arraysize, const float *value);
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void GPU_shader_uniform_vector_int(GPUShader *shader, int location, int length,
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int arraysize, const int *value);
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void GPU_shader_uniform_buffer(GPUShader *shader, int location, struct GPUUniformBuffer *ubo);
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void GPU_shader_uniform_texture(GPUShader *shader, int location, struct GPUTexture *tex);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number);
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int GPU_shader_get_attribute(GPUShader *shader, const char *name);
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/* Builtin/Non-generated shaders */
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typedef enum GPUBuiltinShader {
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GPU_SHADER_VSM_STORE,
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GPU_SHADER_SEP_GAUSSIAN_BLUR,
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GPU_SHADER_SMOKE,
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GPU_SHADER_SMOKE_FIRE,
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GPU_SHADER_SMOKE_COBA,
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/* specialized drawing */
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GPU_SHADER_TEXT,
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GPU_SHADER_TEXT_SIMPLE,
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GPU_SHADER_EDGES_FRONT_BACK_PERSP,
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GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
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GPU_SHADER_EDGES_OVERLAY_SIMPLE,
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GPU_SHADER_EDGES_OVERLAY,
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GPU_SHADER_KEYFRAME_DIAMOND,
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GPU_SHADER_SIMPLE_LIGHTING,
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GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
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GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
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/* for simple 2D drawing */
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GPU_SHADER_2D_UNIFORM_COLOR,
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GPU_SHADER_2D_FLAT_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR_UNIFORM_ALPHA,
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GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
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GPU_SHADER_2D_IMAGE,
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GPU_SHADER_2D_IMAGE_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
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GPU_SHADER_2D_IMAGE_ALPHA,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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GPU_SHADER_3D_UNIFORM_COLOR,
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GPU_SHADER_3D_UNIFORM_COLOR_U32,
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GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,
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GPU_SHADER_3D_FLAT_COLOR,
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GPU_SHADER_3D_FLAT_COLOR_U32, /* use for select-id's */
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_DEPTH_ONLY,
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GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB,
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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GPU_SHADER_3D_IMAGE_DEPTH,
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GPU_SHADER_3D_IMAGE_DEPTH_COPY,
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/* stereo 3d */
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GPU_SHADER_2D_IMAGE_INTERLACE,
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/* points */
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GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA,
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GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
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GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* lamp drawing */
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GPU_SHADER_3D_GROUNDPOINT,
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GPU_SHADER_3D_GROUNDLINE,
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GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR,
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/* bone drawing */
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GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR,
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GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR,
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/* camera drawing */
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GPU_SHADER_CAMERA,
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/* distance in front of objects */
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GPU_SHADER_DISTANCE_LINES,
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/* axis name */
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS,
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GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED,
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/* instance */
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GPU_SHADER_INSTANCE_UNIFORM_COLOR,
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GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, /* Uniformly scaled */
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GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE,
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GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR,
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/* specialized for UI drawing */
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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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GPU_SHADER_2D_NODELINK,
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GPU_SHADER_2D_NODELINK_INST,
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GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID,
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GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE,
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GPU_SHADER_3D_INSTANCE_MBALL_HANDLES,
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GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */
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} GPUBuiltinShader;
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/* Keep these in sync with:
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* gpu_shader_image_interlace_frag.glsl
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* gpu_shader_image_rect_interlace_frag.glsl
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**/
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typedef enum GPUInterlaceShader {
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GPU_SHADER_INTERLACE_ROW = 0,
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GPU_SHADER_INTERLACE_COLUMN = 1,
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GPU_SHADER_INTERLACE_CHECKER = 2,
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} GPUInterlaceShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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void GPU_shader_free_builtin_shaders(void);
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/* Vertex attributes for shaders */
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#define GPU_MAX_ATTRIB 32
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typedef struct GPUVertexAttribs {
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struct {
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int type;
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int glindex;
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int glinfoindoex;
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int gltexco;
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int attribid;
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char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
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} layer[GPU_MAX_ATTRIB];
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int totlayer;
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} GPUVertexAttribs;
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_SHADER_H__ */
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