Commit: a27b54f6e29fbf37aa21f7fe7dca41804d3f4442
Author: Sergey Sharybin
Date:   Fri Sep 16 12:25:40 2016 +0200
Branches: master
https://developer.blender.org/rBa27b54f6e29fbf37aa21f7fe7dca41804d3f4442

OpenSubdiv: Split shader source files

Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.

===================================================================

M       intern/opensubdiv/CMakeLists.txt
R056    intern/opensubdiv/gpu_shader_opensubd_display.glsl      
intern/opensubdiv/gpu_shader_opensubdiv_fragment.glsl
A       intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
A       intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
M       intern/opensubdiv/opensubdiv_gpu_capi.cc

===================================================================

diff --git a/intern/opensubdiv/CMakeLists.txt b/intern/opensubdiv/CMakeLists.txt
index f8e80de..876b5c0 100644
--- a/intern/opensubdiv/CMakeLists.txt
+++ b/intern/opensubdiv/CMakeLists.txt
@@ -64,7 +64,9 @@ OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_OPENMP)
 OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK)
 OPENSUBDIV_DEFINE_COMPONENT(OPENSUBDIV_HAS_GLSL_COMPUTE)
 
-data_to_c_simple(gpu_shader_opensubd_display.glsl SRC)
+data_to_c_simple(gpu_shader_opensubdiv_vertex.glsl SRC)
+data_to_c_simple(gpu_shader_opensubdiv_geometry.glsl SRC)
+data_to_c_simple(gpu_shader_opensubdiv_fragment.glsl SRC)
 
 add_definitions(-DGLEW_STATIC)
 
diff --git a/intern/opensubdiv/gpu_shader_opensubd_display.glsl 
b/intern/opensubdiv/gpu_shader_opensubdiv_fragment.glsl
similarity index 56%
rename from intern/opensubdiv/gpu_shader_opensubd_display.glsl
rename to intern/opensubdiv/gpu_shader_opensubdiv_fragment.glsl
index 5193d3a..1e36d54 100644
--- a/intern/opensubdiv/gpu_shader_opensubd_display.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubdiv_fragment.glsl
@@ -29,170 +29,6 @@ struct VertexData {
        vec2 uv;
 };
 
-#ifdef VERTEX_SHADER // ---------------------
-
-in vec3 normal;
-in vec4 position;
-
-uniform mat4 modelViewMatrix;
-uniform mat3 normalMatrix;
-
-out block {
-       VertexData v;
-} outpt;
-
-void main()
-{
-       outpt.v.position = modelViewMatrix * position;
-       outpt.v.normal = normalize(normalMatrix * normal);
-
-#if __VERSION__ < 140
-       /* Some compilers expects gl_Position to be written.
-        * It's not needed once we explicitly switch to GLSL 1.40 or above.
-        */
-       gl_Position = outpt.v.position;
-#endif
-}
-
-#elif defined GEOMETRY_SHADER // ---------------------
-
-#if __VERSION__ >= 150
-  layout(lines_adjacency) in;
-  #ifdef WIREFRAME
-    layout(line_strip, max_vertices = 8) out;
-  #else
-    layout(triangle_strip, max_vertices = 4) out;
-  #endif
-#else
-  #extension GL_EXT_geometry_shader4: require
-  /* application provides input/output layout info */
-#endif
-
-#if __VERSION__ < 140
-  #extension GL_ARB_uniform_buffer_object: require
-  #extension GL_ARB_texture_buffer_object: enable
-  #extension GL_EXT_texture_buffer_object: enable
-#endif
-
-uniform mat4 modelViewMatrix;
-uniform mat4 projectionMatrix;
-uniform int PrimitiveIdBase;
-uniform int osd_fvar_count;
-uniform int osd_active_uv_offset;
-
-in block {
-       VertexData v;
-} inpt[];
-
-#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord)  \
-       { \
-               vec2 v[4]; \
-               int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
-               for (int i = 0; i < 4; ++i) { \
-                       int index = (primOffset + i) * osd_fvar_count + 
fvarOffset; \
-                       v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
-                                   texelFetch(FVarDataBuffer, index + 1).s); \
-               } \
-               result = mix(mix(v[0], v[1], tessCoord.s), \
-                            mix(v[3], v[2], tessCoord.s), \
-                            tessCoord.t); \
-       }
-
-uniform samplerBuffer FVarDataBuffer;
-uniform isamplerBuffer FVarDataOffsetBuffer;
-
-out block {
-       VertexData v;
-} outpt;
-
-#ifdef FLAT_SHADING
-void emit(int index, vec3 normal)
-{
-       outpt.v.position = inpt[index].v.position;
-       outpt.v.normal = normal;
-
-       /* TODO(sergey): Only uniform subdivisions atm. */
-       vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
-       vec2 st = quadst[index];
-
-       INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
-
-       gl_Position = projectionMatrix * inpt[index].v.position;
-       EmitVertex();
-}
-
-#  ifdef WIREFRAME
-void emit_edge(int v0, int v1, vec3 normal)
-{
-       emit(v0, normal);
-       emit(v1, normal);
-}
-#  endif
-
-#else
-void emit(int index)
-{
-       outpt.v.position = inpt[index].v.position;
-       outpt.v.normal = inpt[index].v.normal;
-
-       /* TODO(sergey): Only uniform subdivisions atm. */
-       vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
-       vec2 st = quadst[index];
-
-       INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
-
-       gl_Position = projectionMatrix * inpt[index].v.position;
-       EmitVertex();
-}
-
-#  ifdef WIREFRAME
-void emit_edge(int v0, int v1)
-{
-       emit(v0);
-       emit(v1);
-}
-#  endif
-
-#endif
-
-void main()
-{
-       gl_PrimitiveID = gl_PrimitiveIDIn;
-
-#ifdef FLAT_SHADING
-       vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
-       vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
-       vec3 flat_normal = normalize(cross(B, A));
-#  ifndef WIREFRAME
-       emit(0, flat_normal);
-       emit(1, flat_normal);
-       emit(3, flat_normal);
-       emit(2, flat_normal);
-#  else
-       emit_edge(0, 1, flat_normal);
-       emit_edge(1, 2, flat_normal);
-       emit_edge(2, 3, flat_normal);
-       emit_edge(3, 0, flat_normal);
-#  endif
-#else
-#  ifndef WIREFRAME
-       emit(0);
-       emit(1);
-       emit(3);
-       emit(2);
-#  else
-       emit_edge(0, 1);
-       emit_edge(1, 2);
-       emit_edge(2, 3);
-       emit_edge(3, 0);
-#  endif
-#endif
-
-       EndPrimitive();
-}
-
-#elif defined FRAGMENT_SHADER // ---------------------
-
 #define MAX_LIGHTS 8
 #define NUM_SOLID_LIGHTS 3
 
@@ -334,5 +170,3 @@ void main()
        gl_FragColor = vec4(L, diffuse.a);
 #endif
 }
-
-#endif // ---------------------
diff --git a/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl 
b/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
new file mode 100644
index 0000000..3a83d44
--- /dev/null
+++ b/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
@@ -0,0 +1,165 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Sergey Sharybin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+struct VertexData {
+       vec4 position;
+       vec3 normal;
+       vec2 uv;
+};
+
+#if __VERSION__ >= 150
+layout(lines_adjacency) in;
+  #ifdef WIREFRAME
+layout(line_strip, max_vertices = 8) out;
+  #else
+layout(triangle_strip, max_vertices = 4) out;
+  #endif
+#else
+  #extension GL_EXT_geometry_shader4: require
+  /* application provides input/output layout info */
+#endif
+
+#if __VERSION__ < 140
+  #extension GL_ARB_uniform_buffer_object: require
+  #extension GL_ARB_texture_buffer_object: enable
+  #extension GL_EXT_texture_buffer_object: enable
+#endif
+
+uniform mat4 modelViewMatrix;
+uniform mat4 projectionMatrix;
+uniform int PrimitiveIdBase;
+uniform int osd_fvar_count;
+uniform int osd_active_uv_offset;
+
+in block {
+       VertexData v;
+} inpt[];
+
+#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord)  \
+       { \
+               vec2 v[4]; \
+               int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
+               for (int i = 0; i < 4; ++i) { \
+                       int index = (primOffset + i) * osd_fvar_count + 
fvarOffset; \
+                       v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
+                                   texelFetch(FVarDataBuffer, index + 1).s); \
+               } \
+               result = mix(mix(v[0], v[1], tessCoord.s), \
+                            mix(v[3], v[2], tessCoord.s), \
+                            tessCoord.t); \
+       }
+
+uniform samplerBuffer FVarDataBuffer;
+uniform isamplerBuffer FVarDataOffsetBuffer;
+
+out block {
+       VertexData v;
+} outpt;
+
+#ifdef FLAT_SHADING
+void emit(int index, vec3 normal)
+{
+       outpt.v.position = inpt[index].v.position;
+       outpt.v.normal = normal;
+
+       /* TODO(sergey): Only uniform subdivisions atm. */
+       vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+       vec2 st = quadst[index];
+
+       INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+
+       gl_Position = projectionMatrix * inpt[index].v.position;
+       EmitVertex();
+}
+
+#  ifdef WIREFRAME
+void emit_edge(int v0, int v1, vec3 normal)
+{
+       emit(v0, normal);
+       emit(v1, normal);
+}
+#  endif
+
+#else
+void emit(int index)
+{
+       outpt.v.position = inpt[index].v.position;
+       outpt.v.normal = inpt[index].v.normal;
+
+       /* TODO(sergey): Only uniform subdivisions atm. */
+       vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+       vec2 st = quadst[index];
+
+       INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+
+       gl_Position = projectionMatrix * inpt[index].v.position;
+       EmitVertex();
+}
+
+#  ifdef WIREFRAME
+void emit_edge(int v0, int v1)
+{
+       emit(v0);
+       emit(v1);
+}
+#  endif
+
+#endif
+
+void main()
+{
+       gl_PrimitiveID = gl_PrimitiveIDIn;
+
+#ifdef FLAT_SHADING
+       vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
+       vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
+       vec3 flat_normal = normalize(cross(B, A));
+#  ifndef WIREFRAME
+       emit(0, flat_normal);
+       emit(1, flat_normal);
+       emit(3, flat_normal);
+       emit(2, flat_normal);
+#  else
+       emit_edge(0, 1, flat_normal);
+       emit_edge(1, 2, flat_normal);
+       emit_edge(2, 3, flat_normal);
+       emit_edge(3, 0, flat_normal);
+#  endif
+#else
+#  ifndef WIREFRAME
+       emit(0);
+       emit(1);
+       emit(3);
+       emit(2);
+#  else
+       emit_edge(0, 1);
+       emit_edge(1, 2);
+       emit_edge(2, 3);
+       emit_edge(3, 0);
+#  endif
+#endif
+
+       EndPrimitive();
+}
diff --git a/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl 
b/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
new file mode 100644
index 0000000..6d3c06f
--- /dev/null
+++ b/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
@@ -0,0 +1,53 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.

@@ Diff output truncated at 10240 characters. @@

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