[Bf-blender-cvs] [b7c1d2e] viewport_experiments: Cleanup - bring branch to merge ready condition
Antony Riakiotakis
noreply at git.blender.org
Thu Feb 12 16:40:13 CET 2015
Commit: b7c1d2e898a67e3adc5c0169fb69886f330c313d
Author: Antony Riakiotakis
Date: Tue Feb 10 11:34:47 2015 +0100
Branches: viewport_experiments
https://developer.blender.org/rBb7c1d2e898a67e3adc5c0169fb69886f330c313d
Cleanup - bring branch to merge ready condition
===================================================================
M SConstruct
M release/scripts/startup/bl_ui/properties_data_camera.py
M release/scripts/startup/bl_ui/space_view3d.py
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_compositing.h
M source/blender/gpu/SConscript
M source/blender/gpu/intern/gpu_compositing.cpp
M source/blender/gpu/intern/gpu_extensions.c
D source/blender/gpu/shaders/gpu_shader_fx_dof_high_frag.glsl
D source/blender/gpu/shaders/gpu_shader_fx_dof_high_vert.glsl
M source/blender/makesdna/DNA_gpu_types.h
M source/blender/makesrna/intern/rna_scene.c
===================================================================
diff --git a/SConstruct b/SConstruct
index 7fc87d4..225b532 100644
--- a/SConstruct
+++ b/SConstruct
@@ -764,8 +764,6 @@ if B.targets != ['cudakernels']:
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl")
- data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_high_frag.glsl")
- data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_dof_high_vert.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_lib.glsl")
data_to_c_simple("source/blender/gpu/shaders/gpu_shader_fx_vert.glsl")
data_to_c_simple("intern/opencolorio/gpu_shader_display_transform.glsl")
diff --git a/release/scripts/startup/bl_ui/properties_data_camera.py b/release/scripts/startup/bl_ui/properties_data_camera.py
index 241ff4c..00428f0 100644
--- a/release/scripts/startup/bl_ui/properties_data_camera.py
+++ b/release/scripts/startup/bl_ui/properties_data_camera.py
@@ -206,9 +206,6 @@ class DATA_PT_camera_gpu_dof(Panel):
col.prop(dof_options, "dof_fstop")
col.prop(dof_options, "dof_focal_length")
col.prop(dof_options, "dof_sensor")
- col.prop(dof_options, "dof_quality_mode")
- if dof_options.dof_quality_mode == 'HIGH':
- col.prop(dof_options, "dof_num_blades")
@classmethod
def poll(cls, context):
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 701369e..2df075d 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -2947,9 +2947,6 @@ class VIEW3D_PT_view3d_shading(Panel):
subcol.prop(dof_options, "dof_fstop")
subcol.prop(dof_options, "dof_focal_length")
subcol.prop(dof_options, "dof_sensor")
- subcol.prop(dof_options, "dof_quality_mode")
- if dof_options.dof_quality_mode == 'HIGH':
- subcol.prop(dof_options, "dof_num_blades")
col.prop(view, "ssao")
if view.ssao:
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index cc74459..a9accfc 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -61,8 +61,6 @@ set(SRC
shaders/gpu_shader_fx_ssao_frag.glsl
shaders/gpu_shader_fx_dof_frag.glsl
shaders/gpu_shader_fx_dof_vert.glsl
- shaders/gpu_shader_fx_dof_high_frag.glsl
- shaders/gpu_shader_fx_dof_high_vert.glsl
shaders/gpu_shader_fx_vert.glsl
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
@@ -100,8 +98,6 @@ data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_fx_dof_high_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_fx_dof_high_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
if(WITH_GAMEENGINE)
diff --git a/source/blender/gpu/GPU_compositing.h b/source/blender/gpu/GPU_compositing.h
index dc997b3..cc00185 100644
--- a/source/blender/gpu/GPU_compositing.h
+++ b/source/blender/gpu/GPU_compositing.h
@@ -58,12 +58,6 @@ typedef enum GPUFXShaderEffect {
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
-
- /* following are for high quality dof */
- GPU_SHADER_FX_DEPTH_OF_FIELD_DOWNSAMPLE_HALF = 7, /* downsample to half render target */
- GPU_SHADER_FX_DEPTH_OF_FIELD_DOWNSAMPLE_HALF_COC = 8, /* downsample coc (mainly near coc) */
- GPU_SHADER_FX_DEPTH_OF_FIELD_BLUR = 9, /* combined calculation of near and far dof buffers */
- GPU_SHADER_FX_DEPTH_OF_FIELD_FINAL_COMBINE = 10 /* final combination pass */
} GPUFXShaderEffect;
/* keep in synch with enum above! */
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
index cc46ad6..158cfb6 100644
--- a/source/blender/gpu/SConscript
+++ b/source/blender/gpu/SConscript
@@ -68,8 +68,6 @@ sources.extend((
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_ssao_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_vert.glsl.c"),
- os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_high_frag.glsl.c"),
- os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_high_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_lib.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
diff --git a/source/blender/gpu/intern/gpu_compositing.cpp b/source/blender/gpu/intern/gpu_compositing.cpp
index 2097454..d13fc92 100644
--- a/source/blender/gpu/intern/gpu_compositing.cpp
+++ b/source/blender/gpu/intern/gpu_compositing.cpp
@@ -147,133 +147,6 @@ static GPUTexture * create_concentric_sample_texture(int side)
return tex;
}
-/* compositing node - it's different than material nodes because outputs are buffers - inputs can be
- * uniforms or other types. outputs are always textures */
-class GPUCompositingNode {
- private:
- GPUShader *shader;
- int w, h;
- ListBase inputs;
- ListBase outputs;
-
- public:
- GPUCompositingNode(GPUShader *shader, int w, int h);
- ~GPUCompositingNode();
- float getWidth() {return w;}
- float getHeight() {return h;}
- void setShader(GPUShader *sh) {shader = sh;}
-};
-
-GPUCompositingNode::GPUCompositingNode(GPUShader *shader, int w, int h)
-{
- this->w = w;
- this->h = h;
- this->shader = shader;
-}
-
-GPUCompositingNode::~GPUCompositingNode() {
- GPU_shader_free(shader);
- BLI_freelistN(&inputs);
- BLI_freelistN(&outputs);
-}
-
-/* compositing link between compostiting stages, */
-class GPUCompositingLink {
- private:
- GPUTexture *intexture;
- char *outslot;
- int flag;
-
- public:
- GPUCompositingLink(GPUCompositingNode *nodei, GPUCompositingNode *nodeo, int inslot, char *output);
- ~GPUCompositingLink();
-};
-
-GPUCompositingLink::GPUCompositingLink(GPUCompositingNode *nodei, GPUCompositingNode *nodeo, int inslot, char *output)
-{
- this->intexture = intexture;
- this->outslot = output;
-}
-
-class GPUEffect {
- protected:
- ListBase nodes;
-
- public:
- virtual ~GPUEffect() {}
-
- // prepare or cleanup nodes accorging to new effect parameters
- virtual void prepare(GPUFXOptions *options, int w, int h) = 0;
- // queue the effect nodes for execution
- virtual void queue() = 0;
- //checks if effect has been initialized with sane inputs
- virtual bool checkvalid() = 0;
- virtual void cleanup() = 0;
-};
-
-class GPUDOFEffect : public GPUEffect {
- public:
- GPUDOFEffect();
- ~GPUDOFEffect();
-};
-
-class GPUSSAOEffect : public GPUEffect {
- private:
- GPUShader *shader_persp;
- GPUShader *shader_ortho;
- GPUTexture *concentric_samples_tex;
- int num_samples;
- /* old target dimensions */
- int oldx, oldy;
-
- public:
- GPUSSAOEffect();
- ~GPUSSAOEffect() {cleanup();}
-
- // prepare or cleanup nodes accorging to new effect parameters
- void prepare(GPUFXOptions *options, int w, int h);
- // queue the effect nodes for execution
- void queue(){}
- bool checkvalid() {return true;}
- void cleanup(){}
-};
-
-GPUSSAOEffect::GPUSSAOEffect()
-{
- /* compile shaders here */
- shader_persp = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, true);
- shader_ortho = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, false);
-}
-
-void GPUSSAOEffect::prepare(GPUFXOptions *options, int UNUSED(w), int UNUSED(h))
-{
- if (options->ssao_options) {
- if (options->ssao_options->ssao_num_samples != num_samples || !concentric_samples_tex) {
- if (options->ssao_options->ssao_num_samples < 1)
- options->ssao_options->ssao_num_samples = 1;
-
- num_samples = options->ssao_options->ssao_num_samples;
-
- if (concentric_samples_tex) {
- GPU_texture_free(concentric_samples_tex);
- }
-
- concentric_samples_tex = create_concentric_sample_texture(num_samples);
- }
- }
- else {
- if (concentric_samples_tex) {
- GPU_texture_free(concentric_samples_tex);
- concentric_samples_tex = NULL;
- }
- }
-}
-
-/* manages resources and data flow between nodes */
-class GPUCompositorManager {
-
-};
-
/* generate a new FX compositor */
GPUFX *GPU_create_fx_compositor(void)
{
@@ -396,8 +269,8 @@ bool GPU_initialize_fx_passes(GPUFX *fx, rcti *rect, rcti *scissor_rect, int fxf
}
/* disable effects if no options passed for them */
- if (!options->dof_options || (options->dof_options->dof_quality_mode == DOF_QUALITY_HIGH)) {
- //fxflags &= ~GPU_FX_DEPTH_OF_FIELD;
+ if (!options->dof_options) {
+ fxflags &= ~GPU_FX_DEPTH_OF_FIELD;
}
if (!options->ssao_options || options->ssao_options->ssao_num_samples < 1) {
fxflags &= ~GPU_FX_SSAO;
@@ -466,68 +339,24 @@ bool GPU_initialize_fx_passes(GPUFX *fx, rcti *rect, rcti *scissor_rect, int fxf
/* create textures for dof effect */
if (fxflags & GPU_FX_DEPTH_OF_FIELD) {
- if (options->dof_options->dof_quality_mode == DOF_QUALITY_HIGH) {
- /* we use a different scheme here */
- if (!fx->dof_near_blur || !fx->dof_far_blur || !fx->dof_nearfar_coc || !fx->dof_half_downsampled) {
- int i, ds_w, ds_h;
- /* half width instead of quad width */
- fx->dof_downsampled_w = w / 2;
- fx->dof_downsampled_h = h / 2;
- ds_w = fx->dof_downsampled_w;
- ds_h = fx->dof_downsampled_h;
-
- if (!(fx->dof_near_blur = GPU_texture_create_2D(fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out))) {
- printf("%.256s\n", err_out);
- cleanup_fx_gl_data(fx, true);
- return false;
- }
- if (!(fx->dof_far_blur = GPU_texture_create_2D(fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out))) {
- printf("%.256s\n", err_out);
- cleanup_fx_gl_data(fx, true);
- return false;
- }
- if (!(fx->dof_half_downsampled = GPU_texture_create_2D(fx->dof_downsampled_w, fx
@@ Diff output truncated at 10240 characters. @@
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