[Bf-blender-cvs] [0fb1e8fb038] soc-2018-npr: Uncrustify processed.
Nick Wu
noreply at git.blender.org
Fri Jun 22 11:35:18 CEST 2018
Commit: 0fb1e8fb038e8a639c286f6f91dee39a46c03133
Author: Nick Wu
Date: Fri Jun 22 17:34:09 2018 +0800
Branches: soc-2018-npr
https://developer.blender.org/rB0fb1e8fb038e8a639c286f6f91dee39a46c03133
Uncrustify processed.
===================================================================
D source/blender/draw/engines/lanpr/NUL_TNS_Kernel.c
D source/blender/draw/engines/lanpr/NUL_TNS_Mesh.c
M source/blender/draw/engines/lanpr/lanpr_all.h
M source/blender/draw/engines/lanpr/lanpr_dpix.c
M source/blender/draw/engines/lanpr/lanpr_engine.c
M source/blender/draw/engines/lanpr/lanpr_ops.c
M source/blender/draw/engines/lanpr/lanpr_snake.c
M source/blender/draw/engines/lanpr/lanpr_util.c
M source/blender/draw/engines/lanpr/lanpr_util.h
===================================================================
diff --git a/source/blender/draw/engines/lanpr/NUL_TNS_Kernel.c b/source/blender/draw/engines/lanpr/NUL_TNS_Kernel.c
deleted file mode 100644
index a30a4efbd20..00000000000
--- a/source/blender/draw/engines/lanpr/NUL_TNS_Kernel.c
+++ /dev/null
@@ -1,4702 +0,0 @@
-#include <gl/glew.h>
-#include "NUL4.h"
-
-/*
-
-Ported from NUL4.0
-
-Author(s):WuYiming - xp8110 at outlook.com
-
-*/
-
-#include <math.h>
-
-
-char TNS_VERTEX_SHADER_SRC_ATLAS_PREVIEW_130[] = "#version 330\n"
-
-"\n"
-"in vec4 vVertex;\n"
-"in vec4 vColor;\n"
-"uniform float uValue0; // buffer_w\n"
-"out vec4 gColor;\n"
-"\n"
-"void main(){\n"
-" gl_Position = ((vVertex+1)/2*uValue0);\n"
-" gColor = vColor;\n"
-"}";
-
-char TNS_VERTEX_SHADER_SRC_UI_DEFALUT_130[] = "#version 330\n"
-"\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec4 vColor;\n"
-"out vec4 fColor;\n"
-"\n"
-"void main(){\n"
-" gl_Position = mProjection * mView * mModel * vVertex;\n"
-" fColor = vColor;\n"
-"}";
-
-char TNS_VERTEX_SHADER_SRC_LINE_CONNECTION_130[] = "#version 330\n"
-"\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec4 vColor;\n"
-"in float vUV;\n"
-"out vec4 gColor;\n"
-"out float gOffset;\n"
-"\n"
-"void main(){\n"
-" gl_Position = mProjection * mView * mModel * vVertex;\n"
-" gColor = vColor;\n"
-" gOffset = vUV;\n"
-"}";
-
-char TNS_FRAGMENT_SHADER_SRC_UI_DEFALUT_130[] = "#version 330\n"
-"\n"
-"in vec4 fColor;\n"
-"\n"
-"void main(){\n"
-" gl_FragColor = fColor;\n"
-"}";
-
-char TNS_VERTEX_SHADER_SRC_UI_TEXT_130[] = "#version 130\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec4 vColor;\n"
-"in vec2 vUV;\n"
-"out vec4 fColor;\n"
-"out vec2 fUV;\n"
-"\n"
-"void main(){\n"
-" gl_Position = mProjection * mView * mModel * vVertex;\n"
-" fUV = vUV;\n"
-" fColor = vColor;\n"
-"}";
-
-char TNS_FRAGMENT_SHADER_SRC_UI_TEXT_130[] = "#version 130\n"
-"\n"
-"uniform sampler2D TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){\n"
-" gl_FragColor = vec4(fColor.rgb, pow(texture2D(TexSample0,fUV.st).a,1/2.2));\n"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_SINGLE_TEXTURE_130[] = "#version 130\n"
-"\n"
-"uniform sampler2D TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color = texture2D(TexSample0,fUV.st);\n"
-" Color.a = pow(Color.a,1/2.2);\n"
-" gl_FragColor = Color;"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_RECTANGLE_TEXTURE_130[] = "#version 130\n"
-"\n"
-"uniform sampler2DRect TexSample0;\n"
-"uniform vec2 uValue0;"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color = texture2DRect(TexSample0,vec2(fUV.s*uValue0.x,fUV.t*uValue0.y));\n"
-" Color.a = pow(Color.a,1/2.2);\n"
-" gl_FragColor = Color;"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_TEXTURE_MULTIPLY_130[] = "#version 130\n"
-"\n"
-"uniform sampler2D TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color = texture2D(TexSample0,fUV.st);\n"
-" Color*=fColor;\n"
-//" Color.a = pow(Color.a,1/2.2);\n"
-" gl_FragColor = Color;"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_SINGLE_TEXTURE_MS_130[] = "#version 150\n"
-"\n"
-"uniform sampler2DMS TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color= vec4(0.0);"
-" ivec2 texSize = textureSize(TexSample0);"
-" for(int i=0;i<4;i++)"
-" Color+=texelFetch(TexSample0, ivec2(fUV * texSize),i);\n"
-" gl_FragColor = Color/4;\n"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_SINGLE_TEXTURE_MS_ALPHA_CTRL_130[] = "#version 150\n"
-"\n"
-"uniform sampler2DMS TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color= vec4(0.0);"
-" ivec2 texSize = textureSize(TexSample0);"
-" for(int i=0;i<4;i++)"
-" Color+=texelFetch(TexSample0, ivec2(fUV * texSize),i);\n"
-" Color.a *= fColor.a;\n"
-" gl_FragColor = Color/4;\n"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_SINGLE_TEXTURE_SS_130[] = "#version 150\n"
-"\n"
-"uniform sampler2DMS TexSample0;\n"
-"in vec4 fColor;\n"
-"in vec2 fUV;\n"
-"\n"
-"void main(){"
-" vec4 Color= vec4(0.0);"
-" ivec2 texSize = textureSize(TexSample0);"
-" for(int i=0;i<16;i++)"
-" Color+=texelFetch(TexSample0, ivec2(fUV * texSize),i);\n"
-" gl_FragColor = Color/16;\n"
-"}";
-char TNS_VERTEX_SHADER_SRC_SIMPLE_MATCAP_130[] = "#version 130\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec3 vNormal;\n"
-"smooth out vec3 fNormal;\n"
-"\n"
-"void main(){\n"
-" gl_Position = mProjection * mView * mModel * vVertex;\n"
-" vec3 N = ( mView * mModel * vec4(vNormal,0)).xyz;\n"
-" fNormal = normalize(N);\n"
-"}";
-char TNS_FRAGMENT_SHADER_SRC_SIMPLE_MATCAP_130[] = "#version 130\n"
-"\n"
-"smooth in vec3 fNormal;"
-"\n"
-"float Interpolate(float between1,float between2,float value1,float value2,float key){\n"
-" float i = (key-between1)/(between2-between1);\n"
-" return value1*(1-i)+value2*i;"
-"}\n"
-"void main(){\n"
-" float value = dot(vec3(0,0,1),fNormal);\n"
-" if(value<0.65) value=0.15;\n"
-" else if(value>=0.65 && value<0.85) value=Interpolate(0.65,0.85,0.15,0.75,value);\n"
-" else if(value>=0.85 && value<0.95) value=0.75;\n"
-" else if(value>=0.95) value=0.9;\n"
-" gl_FragColor = vec4(vec3(0.84, 0.41, 0.16)*value,1);\n"
-"}";
-
-
-char TNS_VERTEX_SHADER_SRC_GRID_130[] = "#version 130\n"
-"\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec4 vColor;\n"
-"in vec2 vUV;\n"
-"out vec4 fColor;\n"
-"out vec2 uv;\n"
-"\n"
-"void main(){\n"
-" vec4 pos = mProjection * mView * mModel * vVertex;\n"
-" gl_Position = pos;\n"
-" fColor = vColor;\n"
-" uv = vUV;\n"
-"}";
-
-char TNS_FRAGMENT_SHADER_SRC_TRANSPARNT_GRID_130[] = "#version 130\n"
-"\n"
-"in vec4 fColor;\n"
-"in vec2 uv;\n"
-"\n"
-"void main(){\n"
-" vec4 c = fColor;\n"
-" c.a = sin(uv.x)*sin(uv.y)>0?c.a:0;\n"
-" gl_FragColor = c;\n"
-"}";
-
-
-
-
-char TNS_VERTEX_SHADER_SRC_EXTRA_BUFFERS_130[] = "#version 130\n"
-"uniform mat4 mProjection;\n"
-"uniform mat4 mModel;\n"
-"uniform mat4 mView;\n"
-"\n"
-"in vec4 vVertex;\n"
-"in vec3 vNormal;\n"
-"in vec4 vColor;\n"
-"smooth out vec3 fNormal;\n"
-"smooth out vec4 fColor;\n"
-"\n"
-"void main(){\n"
-" gl_Position = mProjection * mView * mModel * vVertex;\n"
-" vec3 N = ( mView * mModel * vec4(vNormal,0)).xyz;\n"
-" fNormal = normalize(N);\n"
-" fColor = vColor;\n"
-"}";
-
-char TNS_FRAGMENT_SHADER_SRC_EXTRA_BUFFERS_330[] = "#version 130\n"
-"\n"
-"smooth in vec3 fNormal;"
-"smooth in vec4 fColor;"
-"\n"
-"float Interpolate(float between1,float between2,float value1,float value2,float key){\n"
-" float i = (key-between1)/(between2-between1);\n"
-" return value1*(1-i)+value2*i;"
-"}\n"
-"void main(){\n"
-" float value = dot(vec3(0,0,1),fNormal);\n"
-//" if(value<0.65) value=0.15;\n"
-//" else if(value>=0.65 && value<0.85) value=Interpolate(0.65,0.85,0.15,0.75,value);\n"
-//" else if(value>=0.85 && value<0.95) value=0.75;\n"
-//" else if(value>=0.95) value=0.9;\n"
-" gl_FragData[0] = vec4(vec3(fColor)*value,1);\n"
-" gl_FragData[1] = vec4((fNormal+vec3(1))*0.5,1);\n"
-"}";
-
-const real _ICON_SYMBOL_SIZE[14] = {
- 12,
- 2,
- 2,
- 4,
- 2,
- 2,
- 2,
- 4,
- 2,
- 2,
- 2,
- 2,
- 2,
- 1.5
-};
-
-int tKnlAttatchShader(tnsShader* ts);
-tnsShader* tKnlFindShader1i(int CustomIndex);
-void tKnlPushMatrix();
-void tKnlPopMatrix();
-
-nListHandle* tKnlGetTextureList();
-
-void tMatLoadIdentity44d(tnsMatrix44d m);
-void tMatMakeOrthographicMatrix44d(tnsMatrix44d mProjection, real xMin, real xMax, real yMin, real yMax, real zMin, real zMax);
-void tMatMakePerspectiveMatrix44d(tnsMatrix44d mProjection, real fFov_rad, real fAspect, real zMin, real zMax);
-void tMatMakeTranslationMatrix44d(tnsMatrix44d mTrans, real x, real y, real z);
-void tMatMakeRotationMatrix44d(tnsMatrix44d m, real angle_rad, real x, real y, real z);
-void tMatMakeScaleMatrix44d(tnsMatrix44d m, real x, real y, real z);
-void tMatMultiply44d(tnsMatrix44d result, tnsMatrix44d l, tnsMatrix44d r);
-
-
-
-void tMatInitFirstLevel(tnsMatrixStack* tms);
-tnsMatrixStackItem* tKnlGetCurrentMatStackItem();
-tnsShader* tKnlGetActiveShader();
-
-
-
-void tnsAttach2DOffscreenBuffer(tnsOffscreen* target, GLuint attatchment, tnsTexture* use);
-void tnsDetach2DOffscreenBuffer(tnsOffscreen* target, GLuint which_attach_point);
-
-//=========================================================================================
-
-
-
-tnsMain* T;
-real DefaultZRange[2] = { 0.1,1000 };
-
-
-//=======================================[SYS]
-extern NUL MAIN;
-
-void InitGLRenderEnviornment(){
- glEnable(GL_SCISSOR_TEST);
-};
-void tnsSwitchToCurrentWindowContext(nWindow* wnd){
- HGLRC current = wglGetCurrentContext(), hglrc = wnd->SystemGLRC;
- HDC hdc = wnd->SystemDC;
-
- //if (hglrc != current)
- int a = GetLastError();
-
- int s = wglMakeCurrent(hdc, hglrc);
-};
-void tnsViewportWithScissor(int x, int y, int w, int h){
- tnsShader* current_shader=0;
- glEnable(GL_SCISSOR_TEST);
- glViewport(x, y, w, h);
- glScissor(x, y, w, h);
- if ((current_shader = tKnlGetActiveShader())) {
- tnsResetViewMatrix();
- tSdrApplyView(current_shader, tnsGetViewMatrix());
- tnsResetModelMatrix();
- tSdrApplyModel(current_shader, tnsGetModelMatrix());
- }
-}
-void tnsViewport(int x, int y, int w, int h){
- glViewport(x, y, w, h);
-}
-//Must At Origion!
-
-//void UseWindowMatrix_WithScissor(nWndPlacement* wp){
-// tnsViewportWithScissor(0, 0, VAL2_CLIENT_W_H(*wp));
-// SetMatrix2Di(0, VAL2_CLIENT_W_H(*wp), 0);
-//};
-//void UseBlockMatrix_WithScissor(nBlockPlacement* bp){
-// tnsViewportWithScissor(bp->UpperLeftX,
-// bp->ClientHeight - bp->LowerRightY,
-// bp->LowerRightX - bp->UpperLeftX,
-// bp->LowerRightY - bp->UpperLeftY);
-// SetMatrix2Di(0, bp->LowerRightX - bp->UpperLeftX,
-// 0, bp->UpperLeftY - bp->LowerRightY);
-//};
-void ApplyEulerRotation(real x, real y, real z){
- glRotatef(z, 0, 0, 1);
- g
@@ Diff output truncated at 10240 characters. @@
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