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

Reply via email to