[Bf-blender-cvs] [1053539] soc-2014-viewport_context: missing semicolon
Jason Wilkins
noreply at git.blender.org
Sat Aug 2 13:38:58 CEST 2014
Commit: 1053539f4dbe4ee83a6c689b0d385f0bf42a386d
Author: Jason Wilkins
Date: Sat Aug 2 06:38:47 2014 -0500
Branches: soc-2014-viewport_context
https://developer.blender.org/rB1053539f4dbe4ee83a6c689b0d385f0bf42a386d
missing semicolon
===================================================================
M intern/glew-mx/glew-mx.h
D source/blender/gpu/GPU_simple_shader.h
D source/blender/gpu/intern/gpu_simple_shader.c
D source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
D source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
===================================================================
diff --git a/intern/glew-mx/glew-mx.h b/intern/glew-mx/glew-mx.h
index 6da80fc..cf90870 100644
--- a/intern/glew-mx/glew-mx.h
+++ b/intern/glew-mx/glew-mx.h
@@ -96,7 +96,7 @@ void mxMakeCurrentContext(MXContext *ctx);
void mxDestroyContext (MXContext *ctx);
-GLenum glew_chk(GLenum error, const char *file, int line, const char *text)
+GLenum glew_chk(GLenum error, const char *file, int line, const char *text);
#ifndef NDEBUG
# define GLEW_CHK(x) glew_chk((x), __FILE__, __LINE__, #x)
diff --git a/source/blender/gpu/GPU_simple_shader.h b/source/blender/gpu/GPU_simple_shader.h
deleted file mode 100644
index c8fb1f0..0000000
--- a/source/blender/gpu/GPU_simple_shader.h
+++ /dev/null
@@ -1,89 +0,0 @@
-/*
- * ***** 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) 2005 Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): Brecht Van Lommel.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file GPU_simple_shader.h
- * \ingroup gpu
- */
-
-#ifndef __GPU_SIMPLE_SHADER_H__
-#define __GPU_SIMPLE_SHADER_H__
-
-#include "BLI_utildefines.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Fixed Function Shader */
-
-typedef enum GPUSimpleShaderOption {
- GPU_SHADER_OVERRIDE_DIFFUSE = (1<<0), /* replace diffuse with glcolor */
- GPU_SHADER_LIGHTING = (1<<1), /* use lighting */
- GPU_SHADER_TWO_SIDED = (1<<2), /* flip normals towards viewer */
- GPU_SHADER_TEXTURE_2D = (1<<3), /* use 2D texture to replace diffuse color */
-
- GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
- GPU_SHADER_OPTIONS_NUM = 5,
- GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
-} GPUSimpleShaderOption;
-
-void GPU_simple_shaders_init(void);
-void GPU_simple_shaders_exit(void);
-
-void GPU_simple_shader_bind(int options);
-void GPU_simple_shader_unbind(void);
-
-void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
- int shininess, float alpha);
-
-bool GPU_simple_shader_need_normals(void);
-
-/* Fixed Function Lighting */
-
-typedef struct GPULightData {
- float position[4];
- float diffuse[4];
- float specular[4];
-
- float constant_attenuation;
- float linear_attenuation;
- float quadratic_attenuation;
-
- float spot_direction[3];
- float spot_cutoff;
- float spot_exponent;
-} GPULightData;
-
-void GPU_simple_shader_light_set(int light_num, GPULightData *light);
-void GPU_simple_shader_light_set_viewer(bool local);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif
-
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c
deleted file mode 100644
index c0d7ebd..0000000
--- a/source/blender/gpu/intern/gpu_simple_shader.c
+++ /dev/null
@@ -1,282 +0,0 @@
-/*
- * ***** 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) 2013 Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): Brecht Van Lommel.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/gpu/intern/gpu_simple_shader.c
- * \ingroup gpu
- *
- * GLSL shaders to replace fixed function OpenGL materials and lighting. These
- * are deprecated in newer OpenGL versions and missing in OpenGL ES 2.0. Also,
- * two sided lighting is no longer natively supported on NVidia cards which
- * results in slow software fallback.
- *
- * Todo:
- * - Replace glLight and glMaterial functions entirely with GLSL uniforms, to
- * make OpenGL ES 2.0 work.
- * - Replace glTexCoord and glColor with generic attributes.
- * - Optimize for case where fewer than 3 or 8 lights are used.
- * - Optimize for case where specular is not used.
- * - Optimize for case where no texture matrix is used.
- */
-
-#include "GPU_glew.h"
-
-#include "BLI_math.h"
-#include "BLI_utildefines.h"
-
-#include "DNA_mesh_types.h"
-#include "DNA_object_types.h"
-
-#include "GPU_extensions.h"
-#include "GPU_simple_shader.h"
-
-/* State */
-
-// #define NUM_OPENGL_LIGHTS 8
-
-static struct {
- GPUShader *cached_shaders[GPU_SHADER_OPTION_COMBINATIONS];
- bool failed_shaders[GPU_SHADER_OPTION_COMBINATIONS];
-
- bool need_normals;
-
- int lights_enabled;
- int lights_directional;
-} GPU_MATERIAL_STATE;
-
-/* Init / exit */
-
-void GPU_simple_shaders_init(void)
-{
- memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
-}
-
-void GPU_simple_shaders_exit(void)
-{
- int i;
-
- for (i = 0; i < GPU_SHADER_OPTION_COMBINATIONS; i++)
- if (GPU_MATERIAL_STATE.cached_shaders[i])
- GPU_shader_free(GPU_MATERIAL_STATE.cached_shaders[i]);
-}
-
-/* Shader lookup / create */
-
-static bool solid_compatible_lighting(void)
-{
- int enabled = GPU_MATERIAL_STATE.lights_enabled;
- int directional = GPU_MATERIAL_STATE.lights_directional;
-
- /* more than 3 lights? */
- if (enabled >= (1 << 3))
- return false;
-
- /* all directional? */
- return ((directional & enabled) == enabled);
-}
-
-#if 0
-static int detect_options()
-{
- GLint two_sided;
- int options = 0;
-
- if (glIsEnabled(GL_TEXTURE_2D))
- options |= GPU_SHADER_TEXTURE_2D;
- if (glIsEnabled(GL_COLOR_MATERIAL))
- options |= GPU_SHADER_OVERRIDE_DIFFUSE;
-
- if (glIsEnabled(GL_LIGHTING))
- options |= GPU_SHADER_LIGHTING;
-
- glGetIntegerv(GL_LIGHT_MODEL_TWO_SIDE, &two_sided);
- if (two_sided == GL_TRUE)
- options |= GPU_SHADER_TWO_SIDED;
-
- return options;
-}
-#endif
-
-static GPUShader *gpu_simple_shader(int options)
-{
- /* glsl code */
- extern char datatoc_gpu_shader_simple_vert_glsl[];
- extern char datatoc_gpu_shader_simple_frag_glsl[];
- GPUShader *shader;
-
- /* detect if we can do faster lighting for solid draw mode */
- if (options & GPU_SHADER_LIGHTING)
- if (solid_compatible_lighting())
- options |= GPU_SHADER_SOLID_LIGHTING;
-
- /* cached shaders */
- shader = GPU_MATERIAL_STATE.cached_shaders[options];
-
- if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) {
- /* create shader if it doesn't exist yet */
- char defines[64*GPU_SHADER_OPTIONS_NUM] = "";
-
- if (options & GPU_SHADER_OVERRIDE_DIFFUSE)
- strcat(defines, "#define USE_COLOR\n");
- if (options & GPU_SHADER_TWO_SIDED)
- strcat(defines, "#define USE_TWO_SIDED\n");
- if (options & GPU_SHADER_TEXTURE_2D)
- strcat(defines, "#define USE_TEXTURE\n");
-
- if (options & GPU_SHADER_SOLID_LIGHTING)
- strcat(defines, "#define USE_SOLID_LIGHTING\n");
- else if (options & GPU_SHADER_LIGHTING)
- strcat(defines, "#define USE_SCENE_LIGHTING\n");
-
- shader = GPU_shader_create(
- datatoc_gpu_shader_simple_vert_glsl,
- datatoc_gpu_shader_simple_frag_glsl,
- NULL, defines);
-
- if (shader) {
- /* set texture map to first texture unit */
- if (options & GPU_SHADER_TEXTURE_2D)
- glUniform1i(GPU_shader_get_uniform(shader, "texture_map"), 0);
-
- GPU_MATERIAL_STATE.cached_shaders[options] = shader;
- }
- else
- GPU_MATERIAL_STATE.failed_shaders[options] = true;
- }
-
- return shader;
-}
-
-/* Bind / unbind */
-
-void GPU_simple_shader_bind(int options)
-{
- if (GPU_glsl_support()) {
- GPUShader *shader = gpu_simple_shader(options);
-
- if (shader)
- GPU_shader_bind(shader);
- }
- else {
- // XXX where does this fit, depends on ortho/persp?
-
- if (options & GPU_SHADER_LIGHTING)
- glEnable(GL_LIGHTING);
-
- if (options & GPU_SHADER_TWO_SIDED)
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-
- if (options & GPU_SHADER_OVERRIDE_DIFFUSE) {
- glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- }
-
- if (options & GPU_SHADER_TEXTURE_2D)
- glEnable(GL_TEXTURE_2D);
- }
-
- /* temporary hack, should be solved outside of this file */
- GPU_MATERIAL_STATE.need_normals = (options & GPU_SHADER_LIGHTING);
-}
-
-void GPU_simple_shader_unbind(void)
-{
- if (GPU_glsl_support()) {
- GPU_shader_unbind();
- }
- else {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_TEXTURE_2D);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
-}
-
-/* Material Colors */
-
-void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
- int shininess, float alpha)
-{
- float gl_diffuse[4], gl_specular[4];
-
- copy_v3_v3(gl_diffuse, diffuse);
- gl_diffuse[3] = alpha;
-
- copy_v3_v3(gl_specular, specular);
- gl_specular[3] = 1.0f;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
-}
-
-bool GPU_simple_shader_need_normals(void)
-{
- return GPU_MATERIAL_STATE.need_normals;
-}
-
-void GPU_simple_shader_light_set(int light_num, GPULightData *light)
-{
- int light_bit = (1 << light_num);
-
- GPU_MATERIAL_STATE.lights_enabled &= ~
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list