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)
231 lines
8.1 KiB
CMake
231 lines
8.1 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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../draw
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../editors/include
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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_batch.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_immediate.c
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_matrix.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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intern/gpu_uniformbuffer.c
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intern/gpu_viewport.c
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gawain/attrib_binding.c
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gawain/attrib_binding.h
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gawain/batch.c
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gawain/batch.h
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gawain/buffer_id.h
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gawain/buffer_id.cpp
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gawain/common.h
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gawain/element.c
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gawain/element.h
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gawain/immediate.c
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gawain/immediate.h
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gawain/imm_util.c
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gawain/imm_util.h
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gawain/vertex_buffer.c
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gawain/vertex_buffer.h
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gawain/vertex_format.c
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gawain/vertex_format.h
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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_batch.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_immediate.h
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GPU_init_exit.h
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GPU_material.h
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GPU_matrix.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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GPU_uniformbuffer.h
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GPU_viewport.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_depth_only_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_instance_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundline_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_lamp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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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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