[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44568] branches/ge_harmony/source/blender /gpu: Moving the shaders folder in gpu up a level and moving the material shaders into it .

Daniel Stokes kupomail at gmail.com
Thu Mar 1 08:38:14 CET 2012


Revision: 44568
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=44568
Author:   kupoman
Date:     2012-03-01 07:38:02 +0000 (Thu, 01 Mar 2012)
Log Message:
-----------
Moving the shaders folder in gpu up a level and moving the material shaders into it.

Modified Paths:
--------------
    branches/ge_harmony/source/blender/gpu/CMakeLists.txt
    branches/ge_harmony/source/blender/gpu/SConscript

Added Paths:
-----------
    branches/ge_harmony/source/blender/gpu/shaders/
    branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_material.glsl
    branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_material.glsl.c
    branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_vertex.glsl
    branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_vertex.glsl.c

Removed Paths:
-------------
    branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
    branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl.c
    branches/ge_harmony/source/blender/gpu/intern/gpu_shader_vertex.glsl
    branches/ge_harmony/source/blender/gpu/intern/gpu_shader_vertex.glsl.c
    branches/ge_harmony/source/blender/gpu/intern/shaders/

Modified: branches/ge_harmony/source/blender/gpu/CMakeLists.txt
===================================================================
--- branches/ge_harmony/source/blender/gpu/CMakeLists.txt	2012-03-01 07:10:45 UTC (rev 44567)
+++ branches/ge_harmony/source/blender/gpu/CMakeLists.txt	2012-03-01 07:38:02 UTC (rev 44568)
@@ -50,13 +50,13 @@
 	intern/gpu_draw.c
 	intern/gpu_extensions.c
 	intern/gpu_material.c
-	intern/gpu_shader_material.glsl.c
-	intern/gpu_shader_vertex.glsl.c
 	
-	intern/shaders/gpu_shader_sep_gaussian_blur_frag.glsl.c
-	intern/shaders/gpu_shader_sep_gaussian_blur_vert.glsl.c
-	intern/shaders/gpu_shader_vsm_store_frag.glsl.c
-	intern/shaders/gpu_shader_vsm_store_vert.glsl.c
+	shaders/gpu_shader_material.glsl.c
+	shaders/gpu_shader_vertex.glsl.c
+	shaders/gpu_shader_sep_gaussian_blur_frag.glsl.c
+	shaders/gpu_shader_sep_gaussian_blur_vert.glsl.c
+	shaders/gpu_shader_vsm_store_frag.glsl.c
+	shaders/gpu_shader_vsm_store_vert.glsl.c
 
 	GPU_buffers.h
 	GPU_draw.h

Modified: branches/ge_harmony/source/blender/gpu/SConscript
===================================================================
--- branches/ge_harmony/source/blender/gpu/SConscript	2012-03-01 07:10:45 UTC (rev 44567)
+++ branches/ge_harmony/source/blender/gpu/SConscript	2012-03-01 07:38:02 UTC (rev 44568)
@@ -2,7 +2,7 @@
 Import ('env')
 
 sources = env.Glob('intern/*.c')
-sources += env.Glob('intern/shaders/*.c')
+sources += env.Glob('shaders/*.c')
 
 defs = [ 'GLEW_STATIC' ]
 

Deleted: branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl	2012-03-01 07:10:45 UTC (rev 44567)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl	2012-03-01 07:38:02 UTC (rev 44568)
@@ -1,2215 +0,0 @@
-
-float exp_blender(float f)
-{
-	return pow(2.71828182846, f);
-}
-
-void rgb_to_hsv(vec4 rgb, out vec4 outcol)
-{
-	float cmax, cmin, h, s, v, cdelta;
-	vec3 c;
-
-	cmax = max(rgb[0], max(rgb[1], rgb[2]));
-	cmin = min(rgb[0], min(rgb[1], rgb[2]));
-	cdelta = cmax-cmin;
-
-	v = cmax;
-	if (cmax!=0.0)
-		s = cdelta/cmax;
-	else {
-		s = 0.0;
-		h = 0.0;
-	}
-
-	if (s == 0.0) {
-		h = 0.0;
-	}
-	else {
-		c = (vec3(cmax, cmax, cmax) - rgb.xyz)/cdelta;
-
-		if (rgb.x==cmax) h = c[2] - c[1];
-		else if (rgb.y==cmax) h = 2.0 + c[0] -  c[2];
-		else h = 4.0 + c[1] - c[0];
-
-		h /= 6.0;
-
-		if (h<0.0)
-			h += 1.0;
-	}
-
-	outcol = vec4(h, s, v, rgb.w);
-}
-
-void hsv_to_rgb(vec4 hsv, out vec4 outcol)
-{
-	float i, f, p, q, t, h, s, v;
-	vec3 rgb;
-
-	h = hsv[0];
-	s = hsv[1];
-	v = hsv[2];
-
-	if(s==0.0) {
-		rgb = vec3(v, v, v);
-	}
-	else {
-		if(h==1.0)
-			h = 0.0;
-		
-		h *= 6.0;
-		i = floor(h);
-		f = h - i;
-		rgb = vec3(f, f, f);
-		p = v*(1.0-s);
-		q = v*(1.0-(s*f));
-		t = v*(1.0-(s*(1.0-f)));
-		
-		if (i == 0.0) rgb = vec3(v, t, p);
-		else if (i == 1.0) rgb = vec3(q, v, p);
-		else if (i == 2.0) rgb = vec3(p, v, t);
-		else if (i == 3.0) rgb = vec3(p, q, v);
-		else if (i == 4.0) rgb = vec3(t, p, v);
-		else rgb = vec3(v, p, q);
-	}
-
-	outcol = vec4(rgb, hsv.w);
-}
-
-float srgb_to_linearrgb(float c)
-{
-	if(c < 0.04045)
-		return (c < 0.0)? 0.0: c * (1.0/12.92);
-	else
-		return pow((c + 0.055)*(1.0/1.055), 2.4);
-}
-
-float linearrgb_to_srgb(float c)
-{
-	if(c < 0.0031308)
-		return (c < 0.0)? 0.0: c * 12.92;
-	else
-		return 1.055 * pow(c, 1.0/2.4) - 0.055;
-}
-
-void srgb_to_linearrgb(vec4 col_from, out vec4 col_to)
-{
-	col_to.r = srgb_to_linearrgb(col_from.r);
-	col_to.g = srgb_to_linearrgb(col_from.g);
-	col_to.b = srgb_to_linearrgb(col_from.b);
-	col_to.a = col_from.a;
-}
-
-void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
-{
-	col_to.r = linearrgb_to_srgb(col_from.r);
-	col_to.g = linearrgb_to_srgb(col_from.g);
-	col_to.b = linearrgb_to_srgb(col_from.b);
-	col_to.a = col_from.a;
-}
-
-#define M_PI 3.14159265358979323846
-#define M_1_PI 0.31830988618379069
-
-/*********** SHADER NODES ***************/
-
-void vcol_attribute(vec4 attvcol, out vec4 vcol)
-{
-	vcol = vec4(attvcol.x/255.0, attvcol.y/255.0, attvcol.z/255.0, 1.0);
-}
-
-void uv_attribute(vec2 attuv, out vec3 uv)
-{
-	uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0);
-}
-
-void geom(vec3 co, vec3 nor, mat4 viewinvmat, vec3 attorco, vec2 attuv, vec4 attvcol, out vec3 global, out vec3 local, out vec3 view, out vec3 orco, out vec3 uv, out vec3 normal, out vec4 vcol, out float vcol_alpha, out float frontback)
-{
-	local = co;
-	view = normalize(local);
-	global = (viewinvmat*vec4(local, 1.0)).xyz;
-	orco = attorco;
-	uv_attribute(attuv, uv);
-	normal = -normalize(nor);	/* blender render normal is negated */
-	vcol_attribute(attvcol, vcol);
-	vcol_alpha = attvcol.a;
-	frontback = 1.0;
-}
-
-void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
-{
-	outvec = (mat * vec4(vec, 1.0)).xyz;
-	if(domin == 1.0)
-		outvec = max(outvec, minvec);
-	if(domax == 1.0)
-		outvec = min(outvec, maxvec);
-}
-
-void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
-{
-	outdepth = abs(co.z);
-	outdist = length(co);
-	outview = normalize(co);
-}
-
-void math_add(float val1, float val2, out float outval)
-{
-	outval = val1 + val2;
-}
-
-void math_subtract(float val1, float val2, out float outval)
-{
-	outval = val1 - val2;
-}
-
-void math_multiply(float val1, float val2, out float outval)
-{
-	outval = val1 * val2;
-}
-
-void math_divide(float val1, float val2, out float outval)
-{
-	if (val2 == 0.0)
-		outval = 0.0;
-	else
-		outval = val1 / val2;
-}
-
-void math_sine(float val, out float outval)
-{
-	outval = sin(val);
-}
-
-void math_cosine(float val, out float outval)
-{
-	outval = cos(val);
-}
-
-void math_tangent(float val, out float outval)
-{
-	outval = tan(val);
-}
-
-void math_asin(float val, out float outval)
-{
-	if (val <= 1.0 && val >= -1.0)
-		outval = asin(val);
-	else
-		outval = 0.0;
-}
-
-void math_acos(float val, out float outval)
-{
-	if (val <= 1.0 && val >= -1.0)
-		outval = acos(val);
-	else
-		outval = 0.0;
-}
-
-void math_atan(float val, out float outval)
-{
-	outval = atan(val);
-}
-
-void math_pow(float val1, float val2, out float outval)
-{
-	if (val1 >= 0.0)
-		outval = pow(val1, val2);
-	else
-		outval = 0.0;
-}
-
-void math_log(float val1, float val2, out float outval)
-{
-	if(val1 > 0.0  && val2 > 0.0)
-		outval= log2(val1) / log2(val2);
-	else
-		outval= 0.0;
-}
-
-void math_max(float val1, float val2, out float outval)
-{
-	outval = max(val1, val2);
-}
-
-void math_min(float val1, float val2, out float outval)
-{
-	outval = min(val1, val2);
-}
-
-void math_round(float val, out float outval)
-{
-	outval= floor(val + 0.5);
-}
-
-void math_less_than(float val1, float val2, out float outval)
-{
-	if(val1 < val2)
-		outval = 1.0;
-	else
-		outval = 0.0;
-}
-
-void math_greater_than(float val1, float val2, out float outval)
-{
-	if(val1 > val2)
-		outval = 1.0;
-	else
-		outval = 0.0;
-}
-
-void squeeze(float val, float width, float center, out float outval)
-{
-	outval = 1.0/(1.0 + pow(2.71828183, -((val-center)*width)));
-}
-
-void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
-{
-	outvec = v1 + v2;
-	outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
-}
-
-void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
-{
-	outvec = v1 - v2;
-	outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2]))/3.0;
-}
-
-void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
-{
-	outvec = v1 + v2;
-	outval = length(outvec);
-	outvec = normalize(outvec);
-}
-
-void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
-{
-	outvec = vec3(0, 0, 0);
-	outval = dot(v1, v2);
-}
-
-void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
-{
-	outvec = cross(v1, v2);
-	outval = length(outvec);
-}
-
-void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
-{
-	outval = length(v);
-	outvec = normalize(v);
-}
-
-void vec_math_negate(vec3 v, out vec3 outv)
-{
-	outv = -v;
-}
-
-void normal(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
-{
-	outnor = nor;
-	outdot = -dot(dir, nor);
-}
-
-void curves_vec(float fac, vec3 vec, sampler2D curvemap, out vec3 outvec)
-{
-	outvec.x = texture2D(curvemap, vec2((vec.x + 1.0)*0.5, 0.0)).x;
-	outvec.y = texture2D(curvemap, vec2((vec.y + 1.0)*0.5, 0.0)).y;
-	outvec.z = texture2D(curvemap, vec2((vec.z + 1.0)*0.5, 0.0)).z;
-
-	if (fac != 1.0)
-		outvec = (outvec*fac) + (vec*(1.0-fac));
-
-}
-
-void curves_rgb(float fac, vec4 col, sampler2D curvemap, out vec4 outcol)
-{
-	outcol.r = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.r, 0.0)).a, 0.0)).r;
-	outcol.g = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.g, 0.0)).a, 0.0)).g;
-	outcol.b = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.b, 0.0)).a, 0.0)).b;
-
-	if (fac != 1.0)
-		outcol = (outcol*fac) + (col*(1.0-fac));
-
-	outcol.a = col.a;
-}
-
-void set_value(float val, out float outval)
-{
-	outval = val;
-}
-
-void set_rgb(vec3 col, out vec3 outcol)
-{
-	outcol = col;
-}
-
-void set_rgba(vec4 col, out vec4 outcol)
-{
-	outcol = col;
-}
-
-void set_value_zero(out float outval)
-{
-	outval = 0.0;
-}
-
-void set_value_one(out float outval)
-{
-	outval = 1.0;
-}
-
-void set_rgb_zero(out vec3 outval)
-{
-	outval = vec3(0.0);
-}
-
-void set_rgba_zero(out vec4 outval)
-{
-	outval = vec4(0.0);
-}
-
-void copy_raw(vec4 val, out vec4 outval)
-{
-	outval = val;
-}
-
-void copy_raw(vec3 val, out vec3 outval)
-{
-	outval = val;
-}
-
-void copy_raw(vec2 val, out vec2 outval)
-{
-	outval = val;
-}
-
-void copy_raw(float val, out float outval)
-{
-	outval = val;
-}
-
-void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
-	fac = clamp(fac, 0.0, 1.0);
-	outcol = mix(col1, col2, fac);
-	outcol.a = col1.a;
-}
-
-void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
-	fac = clamp(fac, 0.0, 1.0);
-	outcol = mix(col1, col1 + col2, fac);
-	outcol.a = col1.a;
-}
-
-void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
-	fac = clamp(fac, 0.0, 1.0);
-	outcol = mix(col1, col1 * col2, fac);
-	outcol.a = col1.a;
-}
-
-void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
-	fac = clamp(fac, 0.0, 1.0);
-	float facm = 1.0 - fac;
-
-	outcol = vec4(1.0) - (vec4(facm) + fac*(vec4(1.0) - col2))*(vec4(1.0) - col1);
-	outcol.a = col1.a;
-}
-
-void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
-	fac = clamp(fac, 0.0, 1.0);
-	float facm = 1.0 - fac;
-
-	outcol = col1;
-
-	if(outcol.r < 0.5)
-		outcol.r *= facm + 2.0*fac*col2.r;
-	else

@@ Diff output truncated at 10240 characters. @@



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