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blender-archive/source/blender/gpu/CMakeLists.txt
Clément Foucault 83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00

231 lines
8.1 KiB
CMake

# ***** 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) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Jacques Beaurain.
#
# ***** END GPL LICENSE BLOCK *****
set(INC
.
../blenkernel
../blenlib
../bmesh
../imbuf
../makesdna
../makesrna
../draw
../editors/include
# For node muting stuff...
../nodes
../nodes/intern
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/smoke/extern
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/gpu_basic_shader.c
intern/gpu_batch.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_compositing.c
intern/gpu_debug.c
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
intern/gpu_immediate.c
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_matrix.c
intern/gpu_select.c
intern/gpu_shader.c
intern/gpu_texture.c
intern/gpu_uniformbuffer.c
intern/gpu_viewport.c
gawain/attrib_binding.c
gawain/attrib_binding.h
gawain/batch.c
gawain/batch.h
gawain/buffer_id.h
gawain/buffer_id.cpp
gawain/common.h
gawain/element.c
gawain/element.h
gawain/immediate.c
gawain/immediate.h
gawain/imm_util.c
gawain/imm_util.h
gawain/vertex_buffer.c
gawain/vertex_buffer.h
gawain/vertex_format.c
gawain/vertex_format.h
shaders/gpu_shader_fx_lib.glsl
shaders/gpu_shader_fx_ssao_frag.glsl
shaders/gpu_shader_fx_dof_frag.glsl
shaders/gpu_shader_fx_dof_vert.glsl
shaders/gpu_shader_fx_dof_hq_frag.glsl
shaders/gpu_shader_fx_dof_hq_vert.glsl
shaders/gpu_shader_fx_dof_hq_geo.glsl
shaders/gpu_shader_fx_vert.glsl
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
shaders/gpu_shader_sep_gaussian_blur_vert.glsl
shaders/gpu_shader_basic_frag.glsl
shaders/gpu_shader_basic_vert.glsl
shaders/gpu_shader_basic_geom.glsl
shaders/gpu_shader_vertex.glsl
shaders/gpu_shader_vsm_store_frag.glsl
shaders/gpu_shader_vsm_store_vert.glsl
shaders/gpu_shader_fx_depth_resolve.glsl
shaders/gpu_shader_fire_frag.glsl
shaders/gpu_shader_smoke_frag.glsl
shaders/gpu_shader_smoke_vert.glsl
GPU_basic_shader.h
GPU_batch.h
GPU_buffers.h
GPU_compositing.h
GPU_debug.h
GPU_draw.h
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
GPU_immediate.h
GPU_init_exit.h
GPU_material.h
GPU_matrix.h
GPU_select.h
GPU_shader.h
GPU_texture.h
GPU_uniformbuffer.h
GPU_viewport.h
intern/gpu_codegen.h
intern/gpu_private.h
)
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_instance_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_lamp_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
if(WITH_GAMEENGINE)
add_definitions(-DWITH_GAMEENGINE)
endif()
if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)
endif()
add_definitions(${GL_DEFINITIONS})
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")