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blender-archive/source/blender/draw/CMakeLists.txt

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# ***** BEGIN GPL LICENSE BLOCK *****
#
# 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) 2016, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
set(INC
.
intern
../blenfont
../blenkernel
../blenlib
../blentranslation
../bmesh
../depsgraph
../editors/include
../editors/space_view3d
../gpu
../imbuf
../makesdna
../makesrna
../render/extern/include
../render/intern/include
../windowmanager
2019-04-24 14:39:31 +10:00
../../../intern/atomic
../../../intern/glew-mx
../../../intern/guardedalloc
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/draw_cache.c
intern/draw_cache_extract_mesh.c
intern/draw_cache_impl_curve.c
intern/draw_cache_impl_displist.c
intern/draw_cache_impl_lattice.c
intern/draw_cache_impl_mesh.c
intern/draw_cache_impl_metaball.c
intern/draw_cache_impl_particles.c
intern/draw_common.c
intern/draw_debug.c
intern/draw_hair.c
intern/draw_instance_data.c
intern/draw_manager.c
intern/draw_manager_data.c
intern/draw_manager_exec.c
intern/draw_manager_profiling.c
intern/draw_manager_shader.c
intern/draw_manager_text.c
intern/draw_manager_texture.c
intern/draw_select_buffer.c
intern/draw_view.c
engines/basic/basic_engine.c
engines/eevee/eevee_bloom.c
engines/eevee/eevee_data.c
engines/eevee/eevee_depth_of_field.c
engines/eevee/eevee_effects.c
engines/eevee/eevee_engine.c
engines/eevee/eevee_lightcache.c
engines/eevee/eevee_lightprobes.c
engines/eevee/eevee_lights.c
engines/eevee/eevee_lookdev.c
engines/eevee/eevee_lut.c
engines/eevee/eevee_materials.c
engines/eevee/eevee_mist.c
engines/eevee/eevee_motion_blur.c
engines/eevee/eevee_occlusion.c
engines/eevee/eevee_render.c
engines/eevee/eevee_renderpasses.c
engines/eevee/eevee_sampling.c
2019-09-09 20:50:11 +10:00
engines/eevee/eevee_screen_raytrace.c
engines/eevee/eevee_shaders.c
engines/eevee/eevee_shadows.c
engines/eevee/eevee_shadows_cascade.c
2019-09-09 20:50:11 +10:00
engines/eevee/eevee_shadows_cube.c
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/solid_mode.c
engines/workbench/transparent_mode.c
engines/workbench/workbench_data.c
engines/workbench/workbench_deferred.c
engines/workbench/workbench_effect_aa.c
engines/workbench/workbench_effect_dof.c
engines/workbench/workbench_effect_fxaa.c
engines/workbench/workbench_effect_taa.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_forward.c
engines/workbench/workbench_materials.c
engines/workbench/workbench_render.c
engines/workbench/workbench_studiolight.c
engines/workbench/workbench_volume.c
engines/external/external_engine.c
engines/gpencil/gpencil_cache_utils.c
engines/gpencil/gpencil_draw_cache_impl.c
engines/gpencil/gpencil_draw_utils.c
engines/gpencil/gpencil_engine.c
engines/gpencil/gpencil_engine.h
engines/gpencil/gpencil_render.c
engines/gpencil/gpencil_shader_fx.c
engines/select/select_draw_utils.c
engines/select/select_engine.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_antialiasing.c
engines/overlay/overlay_armature.c
engines/overlay/overlay_engine.c
engines/overlay/overlay_edit_curve.c
engines/overlay/overlay_edit_text.c
engines/overlay/overlay_edit_mesh.c
engines/overlay/overlay_extra.c
engines/overlay/overlay_facing.c
engines/overlay/overlay_grid.c
engines/overlay/overlay_image.c
engines/overlay/overlay_lattice.c
engines/overlay/overlay_metaball.c
engines/overlay/overlay_motion_path.c
engines/overlay/overlay_outline.c
engines/overlay/overlay_paint.c
engines/overlay/overlay_particle.c
engines/overlay/overlay_shader.c
engines/overlay/overlay_sculpt.c
engines/overlay/overlay_wireframe.c
DRW_engine.h
DRW_select_buffer.h
intern/DRW_render.h
intern/draw_cache.h
intern/draw_cache_extract.h
intern/draw_cache_impl.h
intern/draw_cache_inline.h
intern/draw_common.h
intern/draw_debug.h
intern/draw_hair_private.h
intern/draw_instance_data.h
intern/draw_manager.h
intern/draw_manager_profiling.h
intern/draw_manager_text.h
intern/draw_view.h
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
intern/smaa_textures.h
engines/basic/basic_engine.h
engines/eevee/eevee_engine.h
engines/eevee/eevee_lightcache.h
engines/eevee/eevee_lut.h
engines/eevee/eevee_private.h
engines/external/external_engine.h
engines/workbench/workbench_engine.h
engines/workbench/workbench_private.h
engines/select/select_engine.h
engines/select/select_private.h
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_engine.h
engines/overlay/overlay_private.h
)
set(LIB
bf_blenkernel
bf_blenlib
bf_windowmanager
)
data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/concentric_samples_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
2019-02-27 12:34:56 +11:00
data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_vert.glsl SRC)
2017-06-14 13:45:54 +02:00
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lit_surface_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lit_surface_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
2017-05-09 21:57:13 +02:00
data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_velocity_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_translucency_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/btdf_lut_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
2017-06-14 13:45:54 +02:00
data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_cavity_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_cavity_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_deferred_background_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_dof_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_fxaa_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_taa_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_ghost_resolve_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_curvature_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_volume_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_volume_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_fullscreen_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_fill_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_fill_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_stroke_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_stroke_geom.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_stroke_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_simple_mix_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_blend_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_geom.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_point_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_background_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_paper_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_edit_point_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_edit_point_geom.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_edit_point_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl SRC)
data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC)
data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_outline_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_sphere_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_wire_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/armature_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/depth_only_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_lattice_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_lattice_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_common_lib.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_normal_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_lightprobe_grid_vert.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/extra_loose_point_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_loose_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_wire_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/facing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/facing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/grid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/grid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/image_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/image_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_line_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_line_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_detect_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_face_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_texture_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_texture_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_vertcol_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_vertcol_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_weight_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
list(APPEND INC
)
if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")