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 - [email protected] - -*/ - -#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. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-blender-cvs
