Beside the obvious ARB -> GLSL change, the texture slicing algorithm had to be rewritten. Although this new algorithm has the same behaviour as the old one (view aligned slicing), it works with an arbitrary number of slices (which could eventually be set by the user), which means we can preallocate the buffer. The previous algorithm would slice from the begining to the end of the volume's bbox, and draw the slices as it generates them. Also support for ARB program was removed. Patch by myself, with some minor fixes by Brecht. Reviewers: brecht, #opengl_gfx Differential Revision: https://developer.blender.org/D1694
142 lines
4.0 KiB
CMake
142 lines
4.0 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_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_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_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_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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