transparency. The issue is that we are rendering to a 0..1 clamped sRGB buffer with unpremultiplied alpha, where the correct thing to do would be to render to an unclamped linear premultiplied alpha buffer. Then we would just make fire purely emissive without affecting the alpha channel at all, but that doesn't work here. So for now, draw fire and smoke separately using different shaders and blend modes, like it used to before the smoke programs were rewritten (see rB0372b642).
146 lines
4.2 KiB
CMake
146 lines
4.2 KiB
CMake
# ***** 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) 2006, 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): Jacques Beaurain.
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#
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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.
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../blenkernel
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../blenlib
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../bmesh
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../imbuf
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../makesdna
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../makesrna
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/smoke/extern
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_basic_shader.c
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intern/gpu_buffers.c
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intern/gpu_codegen.c
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intern/gpu_compositing.c
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intern/gpu_debug.c
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intern/gpu_draw.c
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intern/gpu_extensions.c
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intern/gpu_framebuffer.c
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_select.c
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intern/gpu_shader.c
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intern/gpu_texture.c
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shaders/gpu_shader_fx_lib.glsl
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shaders/gpu_shader_fx_ssao_frag.glsl
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shaders/gpu_shader_fx_dof_frag.glsl
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shaders/gpu_shader_fx_dof_vert.glsl
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shaders/gpu_shader_fx_dof_hq_frag.glsl
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shaders/gpu_shader_fx_dof_hq_vert.glsl
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shaders/gpu_shader_fx_dof_hq_geo.glsl
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shaders/gpu_shader_fx_vert.glsl
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shaders/gpu_shader_material.glsl
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shaders/gpu_shader_sep_gaussian_blur_frag.glsl
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shaders/gpu_shader_sep_gaussian_blur_vert.glsl
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shaders/gpu_shader_basic_frag.glsl
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shaders/gpu_shader_basic_vert.glsl
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shaders/gpu_shader_basic_geom.glsl
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shaders/gpu_shader_vertex.glsl
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shaders/gpu_shader_vsm_store_frag.glsl
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shaders/gpu_shader_vsm_store_vert.glsl
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shaders/gpu_shader_fx_depth_resolve.glsl
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shaders/gpu_shader_fire_frag.glsl
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shaders/gpu_shader_smoke_frag.glsl
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shaders/gpu_shader_smoke_vert.glsl
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GPU_basic_shader.h
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GPU_buffers.h
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GPU_compositing.h
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GPU_debug.h
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GPU_draw.h
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GPU_extensions.h
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GPU_framebuffer.h
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GPU_glew.h
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GPU_init_exit.h
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GPU_material.h
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GPU_select.h
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GPU_shader.h
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GPU_texture.h
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intern/gpu_codegen.h
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intern/gpu_private.h
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)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
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if(WITH_GAMEENGINE)
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add_definitions(-DWITH_GAMEENGINE)
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endif()
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if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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add_definitions(${GL_DEFINITIONS})
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if(WITH_IMAGE_DDS)
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add_definitions(-DWITH_DDS)
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endif()
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if(WITH_OPENSUBDIV)
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add_definitions(-DWITH_OPENSUBDIV)
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endif()
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blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
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