Commit: 9d1336b653c1c7a3dd59ab2372bac208e3f0f37d Author: Antony Riakiotakis Date: Tue Feb 10 11:36:55 2015 +0100 Branches: viewport_experiments https://developer.blender.org/rB9d1336b653c1c7a3dd59ab2372bac208e3f0f37d
Framebuffer effects: This includes offscreen processing for the 3D viewport and OpenGL rendering. Included effects are a depth of field shader and a Screen Space Ambient Occlusion shader. The system is simplistic and duplicates some code. I am in the process of making abstractions so the effects can be used in a node system, but we can probably give users access to the early system right now. Reviewers: sergey, campbellbarton, jwilkins, merwin Differential Revision: https://developer.blender.org/D1092 =================================================================== M source/blender/gpu/CMakeLists.txt A source/blender/gpu/intern/gpu_compositing.c D source/blender/gpu/intern/gpu_compositing.cpp =================================================================== diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index a9accfc..ca11a3c 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -54,7 +54,7 @@ set(SRC intern/gpu_material.c intern/gpu_simple_shader.c intern/gpu_select.c - intern/gpu_compositing.cpp + intern/gpu_compositing.c intern/gpu_renderer.c shaders/gpu_shader_fx_lib.glsl diff --git a/source/blender/gpu/intern/gpu_compositing.cpp b/source/blender/gpu/intern/gpu_compositing.c similarity index 99% rename from source/blender/gpu/intern/gpu_compositing.cpp rename to source/blender/gpu/intern/gpu_compositing.c index d13fc92..a44dab7 100644 --- a/source/blender/gpu/intern/gpu_compositing.cpp +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -37,9 +37,7 @@ #include "BLI_listbase.h" #include "BLI_linklist.h" -extern "C" { #include "BLI_rand.h" -} #include "BLI_listbase.h" #include "DNA_vec_types.h" @@ -576,6 +574,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str /* second pass, dof */ if (fx->effects & GPU_FX_DEPTH_OF_FIELD) { GPUDOFOptions *options = fx->options.dof_options; + GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5; float dof_params[4]; float scale = scene->unit.system ? scene->unit.scale_length : 1.0f; float scale_camera = 0.001f / scale; @@ -586,8 +585,6 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * options->dof_sensor); dof_params[3] = 0.0f; - GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5; - /* DOF effect has many passes but most of them are performed on a texture whose dimensions are 4 times less than the original * (16 times lower than original screen resolution). Technique used is not very exact but should be fast enough and is based * on "Practical Post-Process Depth of Field" see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */ _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
