[Bf-blender-cvs] [3c29aad] blender2.8: Merge branch 'master' into blender2.8
Bastien Montagne
noreply at git.blender.org
Sun Sep 4 16:41:43 CEST 2016
Commit: 3c29aad787f636167319950636f1497442075df8
Author: Bastien Montagne
Date: Sun Sep 4 16:41:06 2016 +0200
Branches: blender2.8
https://developer.blender.org/rB3c29aad787f636167319950636f1497442075df8
Merge branch 'master' into blender2.8
Conflicts:
intern/cycles/blender/blender_particles.cpp
source/blender/blenkernel/intern/particle.c
source/blender/gpu/intern/gpu_shader.c
===================================================================
===================================================================
diff --cc source/blender/gpu/CMakeLists.txt
index 27643ff,8885209..4071004
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@@ -100,18 -99,8 +101,19 @@@ set(SR
intern/gpu_private.h
)
+data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_uniform_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
+ data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
diff --cc source/blender/gpu/intern/gpu_shader.c
index e05ac3a,5cfb323..c95c427
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@@ -46,17 -45,7 +46,18 @@@
#define MAX_EXT_DEFINE_LENGTH 1024
/* Non-generated shaders */
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_uniform_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+
+ extern char datatoc_gpu_shader_fire_frag_glsl[];
extern char datatoc_gpu_shader_smoke_vert_glsl[];
extern char datatoc_gpu_shader_smoke_frag_glsl[];
extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
@@@ -617,58 -619,10 +618,58 @@@ GPUShader *GPU_shader_get_builtin_shade
case GPU_SHADER_SMOKE_FIRE:
if (!GG.shaders.smoke_fire)
GG.shaders.smoke_fire = GPU_shader_create(
- datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_fire_frag_glsl,
+ datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
- NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
+ NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.smoke_fire;
break;
+ case GPU_SHADER_2D_UNIFORM_COLOR:
+ if (!GG.shaders.uniform_color_2D)
+ GG.shaders.uniform_color_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_uniform_color_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.uniform_color_2D;
+ break;
+ case GPU_SHADER_2D_FLAT_COLOR:
+ if (!GG.shaders.flat_color_2D)
+ GG.shaders.flat_color_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.flat_color_2D;
+ break;
+ case GPU_SHADER_2D_SMOOTH_COLOR:
+ if (!GG.shaders.smooth_color_2D)
+ GG.shaders.smooth_color_2D = GPU_shader_create(
+ datatoc_gpu_shader_2D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_2D_smooth_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.smooth_color_2D;
+ break;
+ case GPU_SHADER_3D_UNIFORM_COLOR:
+ if (!GG.shaders.uniform_color_3D)
+ GG.shaders.uniform_color_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_uniform_color_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.uniform_color_3D;
+ break;
+ case GPU_SHADER_3D_FLAT_COLOR:
+ if (!GG.shaders.flat_color_3D)
+ GG.shaders.flat_color_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_flat_color_vert_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.flat_color_3D;
+ break;
+ case GPU_SHADER_3D_SMOOTH_COLOR:
+ if (!GG.shaders.smooth_color_3D)
+ GG.shaders.smooth_color_3D = GPU_shader_create(
+ datatoc_gpu_shader_3D_smooth_color_vert_glsl,
+ datatoc_gpu_shader_3D_smooth_color_frag_glsl,
+ NULL, NULL, NULL, 0, 0, 0);
+ retval = GG.shaders.smooth_color_3D;
+ break;
}
if (retval == NULL)
More information about the Bf-blender-cvs
mailing list