[Bf-blender-cvs] [40b1d29] viewport_experiments: Merge branch 'master' into viewport_experiments

Antony Riakiotakis noreply at git.blender.org
Tue Nov 18 13:50:13 CET 2014


Commit: 40b1d29ec735c605c60ed15066c8efefb26ee224
Author: Antony Riakiotakis
Date:   Tue Nov 18 13:49:57 2014 +0100
Branches: viewport_experiments
https://developer.blender.org/rB40b1d29ec735c605c60ed15066c8efefb26ee224

Merge branch 'master' into viewport_experiments

Conflicts:
	source/blender/gpu/intern/gpu_extensions.c

===================================================================



===================================================================

diff --cc source/blender/gpu/GPU_extensions.h
index 8dc9f84,b2378f0..6baa11f
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@@ -150,8 -149,6 +152,8 @@@ void GPU_framebuffer_slot_bind(GPUFrame
  void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex);
  void GPU_framebuffer_free(GPUFrameBuffer *fb);
  
- void GPU_framebuffer_bind(GPUFrameBuffer *fb);
++void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot);
 +
  void GPU_framebuffer_restore(void);
  void GPU_framebuffer_blur(GPUFrameBuffer *fb, GPUTexture *tex, GPUFrameBuffer *blurfb, GPUTexture *blurtex);
  
diff --cc source/blender/gpu/intern/gpu_compositing.c
index 662eb82,0000000..1e0c3c9
mode 100644,000000..100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@@ -1,792 -1,0 +1,790 @@@
 +/*
 + * ***** 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) 2006 Blender Foundation.
 + * All rights reserved.
 + *
 + * The Original Code is: all of this file.
 + *
 + * Contributor(s): Antony Riakiotakis.
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +/** \file blender/gpu/intern/gpu_compositing.c
 + *  \ingroup gpu
 + *
 + * System that manages framebuffer compositing.
 + */
 +
 +#include "BLI_sys_types.h"
 +#include "BLI_rect.h"
 +#include "BLI_math.h"
 +#include "BLI_rand.h"
 +
 +#include "DNA_vec_types.h"
 +#include "DNA_view3d_types.h"
 +#include "DNA_scene_types.h"
 +#include "DNA_object_types.h"
 +#include "DNA_camera_types.h"
 +#include "DNA_gpu_types.h"
 +
 +#include "GPU_extensions.h"
 +#include "GPU_compositing.h"
 +
 +#include "GL/glew.h"
 +
 +#include "MEM_guardedalloc.h"
 +
 +static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}};
 +static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}};
 +
 +static float ssao_sample_directions[16][2];
 +static bool init = false;
 +
 +struct GPUFX {
 +	/* we borrow the term gbuffer from deferred rendering however this is just a regular 
 +	 * depth/color framebuffer. Could be extended later though */
 +	GPUFrameBuffer *gbuffer;
 +	
 +	/* texture bound to the first color attachment of the gbuffer */
 +	GPUTexture *color_buffer;
 +
 +	/* second texture used for ping-pong compositing */
 +	GPUTexture *color_buffer_sec;
 +
 +	/* all those buffers below have to coexist. Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */
 +	float dof_near_w;
 +	float dof_near_h;
 +
 +	/* texture used for near coc and color blurring calculation */
 +	GPUTexture *dof_near_coc_buffer;
 +	/* blurred near coc buffer. */
 +	GPUTexture *dof_near_coc_blurred_buffer;
 +	/* final near coc buffer. */
 +	GPUTexture *dof_near_coc_final_buffer;
 +
 +	/* texture bound to the depth attachment of the gbuffer */
 +	GPUTexture *depth_buffer;
 +
 +	/* texture used for jittering for various effects */
 +	GPUTexture *jitter_buffer;
 +
 +	/* dimensions of the gbuffer */
 +	int gbuffer_dim[2];
 +	
 +	GPUFXOptions options;
 +
 +	/* or-ed flags of enabled effects */
 +	int effects;
 +
 +	/* number of passes, needed to detect if ping pong buffer allocation is needed */
 +	int num_passes;
 +
 +	/* we have a stencil, restore the previous state */
 +	bool restore_stencil;
 +};
 +
 +
 +/* generate a new FX compositor */
 +GPUFX *GPU_create_fx_compositor(void)
 +{
 +	GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
 +	
 +	return fx;
 +}
 +
 +static void cleanup_fx_dof_buffers(GPUFX *fx)
 +{
 +	if (fx->dof_near_coc_blurred_buffer) {
 +		GPU_texture_free(fx->dof_near_coc_blurred_buffer);
 +		fx->dof_near_coc_blurred_buffer = NULL;
 +	}
 +	if (fx->dof_near_coc_buffer) {
 +		GPU_texture_free(fx->dof_near_coc_buffer);
 +		fx->dof_near_coc_buffer = NULL;
 +	}
 +	if (fx->dof_near_coc_final_buffer) {
 +		GPU_texture_free(fx->dof_near_coc_final_buffer);
 +		fx->dof_near_coc_final_buffer = NULL;
 +	}
 +}
 +
 +static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
 +{
 +	if (fx->color_buffer) {
- 		GPU_framebuffer_texture_detach(fx->gbuffer, fx->color_buffer);
++		GPU_framebuffer_texture_detach(fx->color_buffer);
 +		GPU_texture_free(fx->color_buffer);
 +		fx->color_buffer = NULL;
 +	}
 +
 +	if (fx->color_buffer_sec) {
- 		GPU_framebuffer_texture_detach(fx->gbuffer, fx->color_buffer_sec);
++		GPU_framebuffer_texture_detach(fx->color_buffer_sec);
 +		GPU_texture_free(fx->color_buffer_sec);
 +		fx->color_buffer_sec = NULL;
 +	}
 +
 +	if (fx->depth_buffer) {
- 		GPU_framebuffer_texture_detach(fx->gbuffer, fx->depth_buffer);
++		GPU_framebuffer_texture_detach(fx->depth_buffer);
 +		GPU_texture_free(fx->depth_buffer);
 +		fx->depth_buffer = NULL;
 +	}		
 +
 +	cleanup_fx_dof_buffers(fx);
 +
 +	if (fx->jitter_buffer && do_fbo) {
 +		GPU_texture_free(fx->jitter_buffer);
 +		fx->jitter_buffer = NULL;
 +	}
 +
 +	if (fx->gbuffer && do_fbo) {
 +		GPU_framebuffer_free(fx->gbuffer);
 +		fx->gbuffer = NULL;
 +	}
 +}
 +
 +/* destroy a text compositor */
 +void GPU_destroy_fx_compositor(GPUFX *fx)
 +{
 +	cleanup_fx_gl_data(fx, true);
 +	MEM_freeN(fx);
 +}
 +
 +static GPUTexture * create_jitter_texture (void)
 +{
 +	float jitter [64 * 64][2];
 +	int i;
 +
 +	for (i = 0; i < 64 * 64; i++) {
 +		jitter[i][0] = BLI_frand();
 +		jitter[i][1] = BLI_frand();
 +		normalize_v2(jitter[i]);
 +	}
 +
 +	return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], NULL);
 +}
 +
 +static void create_sample_directions(void)
 +{
 +	int i;
 +	float dir[4][2] = {{1.0f, 0.0f},
 +	                  {0.0f, 1.0f},
 +	                  {-1.0f, 0.0f},
 +	                  {0.0f, -1.0f}};
 +
 +	for (i = 0; i < 4; i++) {
 +		copy_v2_v2(ssao_sample_directions[i], dir[i]);
 +	}
 +
 +	for (i = 0; i < 4; i++) {
 +		float mat[2][2];
 +		rotate_m2(mat, M_PI/4.0);
 +
 +		copy_v2_v2(ssao_sample_directions[i + 4], ssao_sample_directions[i]);
 +		mul_m2v2(mat, ssao_sample_directions[i + 4]);
 +	}
 +
 +	for (i = 0; i < 8; i++) {
 +		float mat[2][2];
 +		rotate_m2(mat, M_PI/8.0);
 +		copy_v2_v2(ssao_sample_directions[i + 8], ssao_sample_directions[i]);
 +		mul_m2v2(mat, ssao_sample_directions[i + 8]);
 +	}
 +
 +	init = true;
 +}
 +
 +bool GPU_initialize_fx_passes(GPUFX *fx, rcti *rect, rcti *scissor_rect, int fxflags, GPUFXOptions *options)
 +{
 +	int w = BLI_rcti_size_x(rect) + 1, h = BLI_rcti_size_y(rect) + 1;
 +	char err_out[256];
 +	int num_passes = 0;
 +
 +	fx->effects = 0;
 +
 +	if (!options) {
 +		cleanup_fx_gl_data(fx, true);
 +		return false;
 +	}
 +
 +	/* disable effects if no options passed for them */
 +	if (!options->dof_options) {
 +		fxflags &= ~GPU_FX_DEPTH_OF_FIELD;
 +	}
 +	if (!options->ssao_options) {
 +		fxflags &= ~GPU_FX_SSAO;
 +	}
 +
 +	if (!fxflags) {
 +		cleanup_fx_gl_data(fx, true);
 +		return false;
 +	}
 +	
 +	fx->num_passes = 0;
 +	/* dof really needs a ping-pong buffer to work */
 +	if (fxflags & GPU_FX_DEPTH_OF_FIELD) {
 +		num_passes++;
 +	}
 +	if (fxflags & GPU_FX_SSAO)
 +		num_passes++;
 +
 +	if (!fx->gbuffer) 
 +		fx->gbuffer = GPU_framebuffer_create();
 +	
 +	/* try creating the jitter texture */
 +	if (!fx->jitter_buffer)
 +		fx->jitter_buffer = create_jitter_texture();
 +
 +	if (!fx->gbuffer) 
 +		return false;
 +	
 +	/* check if color buffers need recreation */
 +	if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
 +		cleanup_fx_gl_data(fx, false);
 +		
 +		if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
 +			printf(".256%s\n", err_out);
 +			cleanup_fx_gl_data(fx, true);
 +			return false;
 +		}
 +		
 +		if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
 +			printf("%.256s\n", err_out);
 +			cleanup_fx_gl_data(fx, true);
 +			return false;
 +		}
 +	}
 +	
 +	/* create textures for dof effect */
 +	if (fxflags & GPU_FX_DEPTH_OF_FIELD) {
 +		if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
 +			fx->dof_near_w = w / 4;
 +			fx->dof_near_h = h / 4;
 +
 +			if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
 +				printf("%.256s\n", err_out);
 +				cleanup_fx_gl_data(fx, true);
 +				return false;
 +			}
 +			if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
 +				printf("%.256s\n", err_out);
 +				cleanup_fx_gl_data(fx, true);
 +				return false;
 +			}
 +			if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(fx->dof_near_w, fx->dof_near_h, NULL, err_out))) {
 +				printf("%.256s\n", err_out);
 +				cleanup_fx_gl_data(fx, true);
 +				return false;
 +			}
 +		}
 +	}
 +	else {
 +		/* cleanup unnecessary buffers */
 +		cleanup_fx_dof_buffers(fx);
 +	}
 +
 +	/* we need to pass data between shader stages, allocate an extra color buffer */
 +	if (num_passes > 1) {
 +		if(!fx->color_buffer_sec) {
 +			if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
 +				printf(".256%s\n", err_out);
 +				cleanup_fx_gl_data(fx, true);
 +				return false;
 +			}
 +		}
 +	}
 +	else {
 +		if (fx->color_buffer_sec) {
- 			GPU_framebuffer_texture_detach(fx->gbuffer, fx->color_buffer_sec);
++			GPU_framebuffer_texture_detach(fx->color_buffer_sec);
 +			GPU_texture_free(fx->color_buffer_sec);
 +			fx->color_buffer_sec = NULL;
 +		}
 +	}
 +
 +	/* bind the buffers */
 +	
 +	/* first depth buffer, because system assumes read/write buffers */
- 	if(!GPU_framebuffe

@@ Diff output truncated at 10240 characters. @@




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