[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11173] branches/soc-2007-maike/source/ blender/src: removed int variables and preprocessor concatenation symbol for ATI cards

Miguel Torres Lima torreslima at gmail.com
Thu Jul 5 15:49:54 CEST 2007


Revision: 11173
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11173
Author:   maike
Date:     2007-07-05 15:49:54 +0200 (Thu, 05 Jul 2007)

Log Message:
-----------
removed int variables and preprocessor concatenation symbol for ATI cards

Modified Paths:
--------------
    branches/soc-2007-maike/source/blender/src/glsl_drawobject.c
    branches/soc-2007-maike/source/blender/src/glsl_light.c
    branches/soc-2007-maike/source/blender/src/glsl_material_node.c

Modified: branches/soc-2007-maike/source/blender/src/glsl_drawobject.c
===================================================================
--- branches/soc-2007-maike/source/blender/src/glsl_drawobject.c	2007-07-05 11:28:11 UTC (rev 11172)
+++ branches/soc-2007-maike/source/blender/src/glsl_drawobject.c	2007-07-05 13:49:54 UTC (rev 11173)
@@ -64,9 +64,9 @@
   glUniform3fv(glsl_uniform_location(program, loc), 1, vect);
   
   if(obj->lay & lamp_obj->lay || !(lamp->mode & LA_LAYER))
-    glUniform1i(glsl_uniform_location(program, layer), 1);
+    glUniform1f(glsl_uniform_location(program, layer), 1.0);
   else
-    glUniform1i(glsl_uniform_location(program, layer), 0);
+    glUniform1f(glsl_uniform_location(program, layer), 0.0);
  
   MEM_freeN(loc);
   MEM_freeN(layer);
@@ -104,9 +104,9 @@
 
   glUniformMatrix4fv(glsl_uniform_location(program, matr), 1, 0, (GLfloat *) lamp_obj->imat);
   if(obj->lay & lamp_obj->lay || !(lamp->mode & LA_LAYER))
-    glUniform1i(glsl_uniform_location(program, layer), 1);
+    glUniform1f(glsl_uniform_location(program, layer), 1.0);
   else
-    glUniform1i(glsl_uniform_location(program, layer), 0);
+    glUniform1f(glsl_uniform_location(program, layer), 0.0);
   
   MEM_freeN(loc);
   MEM_freeN(vec);
@@ -146,9 +146,9 @@
   glsl_area_lamp_vectors(lamp, obj, lamp_obj, num, program);
   
   if(obj->lay & lamp_obj->lay || !(lamp->mode & LA_LAYER))
-    glUniform1i(glsl_uniform_location(program, layer), 1);
+    glUniform1f(glsl_uniform_location(program, layer), 1.0);
   else
-    glUniform1i(glsl_uniform_location(program, layer), 0);
+    glUniform1f(glsl_uniform_location(program, layer), 0.0);
   
   MEM_freeN(loc);
   MEM_freeN(vec);
@@ -230,9 +230,9 @@
   glUniform3fv(glsl_uniform_location(program, vec), 1, vecc);
  
   if(obj->lay & lamp_obj->lay || !(lamp->mode & LA_LAYER))
-    glUniform1i(glsl_uniform_location(program, layer), 1);
+    glUniform1f(glsl_uniform_location(program, layer), 1.0);
   else
-    glUniform1i(glsl_uniform_location(program, layer), 0);
+    glUniform1f(glsl_uniform_location(program, layer), 0.0);
   
   MEM_freeN(loc);
   MEM_freeN(vec);
@@ -267,9 +267,9 @@
   glUniform3fv(glsl_uniform_location(program, vec), 1, vecc);
 
   if(obj->lay & lamp_obj->lay || !(lamp->mode & LA_LAYER))
-    glUniform1i(glsl_uniform_location(program, layer), 1);
+    glUniform1f(glsl_uniform_location(program, layer), 1.0);
   else
-    glUniform1i(glsl_uniform_location(program, layer), 0);
+    glUniform1f(glsl_uniform_location(program, layer), 0.0);
 
   MEM_freeN(loc);
   MEM_freeN(vec);

Modified: branches/soc-2007-maike/source/blender/src/glsl_light.c
===================================================================
--- branches/soc-2007-maike/source/blender/src/glsl_light.c	2007-07-05 11:28:11 UTC (rev 11172)
+++ branches/soc-2007-maike/source/blender/src/glsl_light.c	2007-07-05 13:49:54 UTC (rev 11173)
@@ -235,10 +235,10 @@
       }
 
       if(lamp->mode & LA_SPHERE){
-	glUniform1i(glsl_uniform_location(program, sphere), 0);
+	glUniform1f(glsl_uniform_location(program, sphere), 0.0);
       }
       else{
-	glUniform1i(glsl_uniform_location(program, sphere), 1);
+	glUniform1f(glsl_uniform_location(program, sphere), 1.0);
       }
     }
 
@@ -248,10 +248,10 @@
 
       
       if(lamp->mode & LA_SQUARE){
-	glUniform1i(glsl_uniform_location(program, square), 1);
+	glUniform1f(glsl_uniform_location(program, square), 1.0);
       }
       else{
-	glUniform1i(glsl_uniform_location(program, square), 0);
+	glUniform1f(glsl_uniform_location(program, square), 0.0);
       }
     }
 

Modified: branches/soc-2007-maike/source/blender/src/glsl_material_node.c
===================================================================
--- branches/soc-2007-maike/source/blender/src/glsl_material_node.c	2007-07-05 11:28:11 UTC (rev 11172)
+++ branches/soc-2007-maike/source/blender/src/glsl_material_node.c	2007-07-05 13:49:54 UTC (rev 11173)
@@ -95,7 +95,7 @@
 
   code = glsl_string(13,
 		     0, "\n#define MATERIAL_ID ", GINT, num, 0, "\n",
-		     0, "\n#define MATERIAL_FUNC material_ ## ", GINT, num, 0, "\n",
+		     0, "\n#define MATERIAL_FUNC material_", GINT, num, 0, "\n",
 		     GFREE, func_init,
 		     0, "\n#define LIGHT_CALCULATIONS ", GINT, glsl_get_num_lights()?1:0, 0, "\n",
 		     GFREE, material_lights,
@@ -146,7 +146,7 @@
 
 	light_cycle = glsl_string(4, 
 				  GFREE, light_cycle, 
-				  0, "\n#define VISIBILITY visibility_ ##  ", 0, light_type[lamp->type], 0, "\n");
+				  0, "\n#define VISIBILITY visibility_", 0, light_type[lamp->type], 0, "\n");
       }
 
       if(!(lamp->mode & LA_NO_DIFF)){
@@ -154,10 +154,10 @@
 	if(!(*diff & type))
 	  *diff += type;
 
-	light_cycle = glsl_string(9, 
+	light_cycle = glsl_string(8, 
 				  GFREE, light_cycle, 
 				  0, "\n#define CALC_DIFFUSE ", GINT, 1, 0, "\n",
-				  0, "\n#define DIFF_SHADER_ID ", 0, diffuse[mat->diff_shader], 0, " ## ", 0, light_type2[lamp->type], 0, "\n");
+				  0, "\n#define DIFF_SHADER_ID ", 0, diffuse[mat->diff_shader], 0, light_type2[lamp->type], 0, "\n");
       }
       
       if(!(lamp->mode & LA_NO_SPEC)){	
@@ -165,9 +165,9 @@
 	if(!(*spec & type))
 	  *spec +=  type;
 
-	light_cycle = glsl_string(9, 
+	light_cycle = glsl_string(8, 
 				  GFREE, light_cycle, 0, "\n#define CALC_SPECULAR ", GINT, 1, 0, "\n",
-				  0, "\n#define SPEC_SHADER_ID ", 0, specular[mat->spec_shader], 0, " ## ", 0, light_type2[lamp->type], 0, "\n");
+				  0, "\n#define SPEC_SHADER_ID ", 0, specular[mat->spec_shader], 0, light_type2[lamp->type], 0, "\n");
       }
 
       if(lamp->type == LA_HEMI)





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