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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/intern/draw_manager_shader.c
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/intern/draw_manager_shader.c')
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c129
1 files changed, 129 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index ed05fb85dc9..7b08f44921f 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -24,6 +24,7 @@
#include "DNA_world_types.h"
#include "DNA_material_types.h"
+#include "BLI_dynstr.h"
#include "BLI_listbase.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
@@ -282,6 +283,8 @@ void DRW_deferred_shader_remove(GPUMaterial *mat)
/* -------------------------------------------------------------------- */
+/** \{ */
+
GPUShader *DRW_shader_create(const char *vert,
const char *geom,
const char *frag,
@@ -468,3 +471,129 @@ void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Shader Library
+ *
+ * Simple include system for glsl files.
+ *
+ * Usage: Create a DRWShaderLibrary and add the library in the right order.
+ * You can have nested dependencies but each new library needs to have all its dependencies already
+ * added to the DRWShaderLibrary.
+ * Finally you can use DRW_shader_library_create_shader_string to get a shader string that also
+ * contains the needed libraries for this shader.
+ * \{ */
+
+/* 32 because we use a 32bit bitmap. */
+#define MAX_LIB 32
+#define MAX_LIB_NAME 64
+#define MAX_LIB_DEPS 8
+
+struct DRWShaderLibrary {
+ char *libs[MAX_LIB];
+ char libs_name[MAX_LIB][MAX_LIB_NAME];
+ uint32_t libs_deps[MAX_LIB];
+};
+
+DRWShaderLibrary *DRW_shader_library_create(void)
+{
+ return MEM_callocN(sizeof(DRWShaderLibrary), "DRWShaderLibrary");
+}
+
+void DRW_shader_library_free(DRWShaderLibrary *lib)
+{
+ MEM_SAFE_FREE(lib);
+}
+
+static int drw_shader_library_search(DRWShaderLibrary *lib, const char *name)
+{
+ for (int i = 0; i < MAX_LIB; i++) {
+ if (lib->libs[i]) {
+ if (!strncmp(lib->libs_name[i], name, strlen(lib->libs_name[i]))) {
+ return i;
+ }
+ }
+ else {
+ break;
+ }
+ }
+ return -1;
+}
+
+/* Return bitmap of dependencies. */
+static uint32_t drw_shader_dependencies_get(DRWShaderLibrary *lib, char *lib_code)
+{
+ /* Search dependencies. */
+ uint32_t deps = 0;
+ char *haystack = lib_code;
+ while ((haystack = strstr(haystack, "BLENDER_REQUIRE("))) {
+ haystack += 16;
+ int dep = drw_shader_library_search(lib, haystack);
+ if (dep == -1) {
+ printf(
+ "Error: Dependency not found.\n"
+ "This might be due to bad lib ordering.\n");
+ BLI_assert(0);
+ }
+ else {
+ deps |= 1u << (uint32_t)dep;
+ }
+ }
+ return deps;
+}
+
+void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name)
+{
+ int index = -1;
+ for (int i = 0; i < MAX_LIB; i++) {
+ if (lib->libs[i] == NULL) {
+ index = i;
+ break;
+ }
+ }
+
+ if (index > -1) {
+ lib->libs[index] = lib_code;
+ BLI_strncpy(lib->libs_name[index], lib_name, MAX_LIB_NAME);
+ }
+ else {
+ printf("Error: Too many libraries. Cannot add %s.\n", lib_name);
+ BLI_assert(0);
+ }
+
+ lib->libs_deps[index] = drw_shader_dependencies_get(lib, lib_code);
+}
+
+/* Return an allocN'ed string containing the shader code with its dependencies prepended.
+ * Caller must free the string with MEM_freeN after use. */
+char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code)
+{
+ uint32_t deps = drw_shader_dependencies_get(lib, shader_code);
+
+ DynStr *ds = BLI_dynstr_new();
+ /* Add all dependencies recursively. */
+ for (int i = MAX_LIB - 1; i > -1; i--) {
+ if (lib->libs[i] && (deps & (1u << (uint32_t)i))) {
+ deps |= lib->libs_deps[i];
+ }
+ }
+ /* Concatenate all needed libs into one string. */
+ for (int i = 0; i < MAX_LIB; i++) {
+ if (deps & 1u) {
+ BLI_dynstr_append(ds, lib->libs[i]);
+ }
+ deps = deps >> 1;
+ }
+
+ BLI_dynstr_append(ds, shader_code);
+
+ char *str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+/** \} */