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test2/source/blender/gpu/GPU_shader_builtin.h
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

148 lines
5.3 KiB
C

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