Merge branch 'master' into blender2.8
authorBastien Montagne <montagne29@wanadoo.fr>
Sun, 4 Sep 2016 14:41:06 +0000 (16:41 +0200)
committerBastien Montagne <montagne29@wanadoo.fr>
Sun, 4 Sep 2016 14:41:06 +0000 (16:41 +0200)
Conflicts:
intern/cycles/blender/blender_particles.cpp
source/blender/blenkernel/intern/particle.c
source/blender/gpu/intern/gpu_shader.c

27 files changed:
1  2 
intern/cycles/blender/addon/properties.py
intern/ghost/intern/GHOST_ContextWGL.cpp
release/scripts/startup/bl_ui/properties_data_modifier.py
release/scripts/startup/bl_ui/space_view3d.py
source/blender/alembic/intern/abc_exporter.cc
source/blender/blenkernel/intern/library_remap.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/scene.c
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/object/object_add.c
source/blender/editors/object/object_edit.c
source/blender/editors/object/object_relations.c
source/blender/editors/space_file/filesel.c
source/blender/editors/space_view3d/drawvolume.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_select.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/intern/gpu_codegen.c
source/blender/gpu/intern/gpu_shader.c
source/blender/makesdna/DNA_scene_types.h
source/blender/makesrna/intern/rna_nodetree.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_scene.c
source/blender/render/intern/source/pipeline.c
source/creator/creator.c

@@@ -100,18 -99,8 +101,19 @@@ set(SR
        intern/gpu_private.h
  )
  
 +data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_uniform_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
 +
  data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
+ data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
  #define MAX_EXT_DEFINE_LENGTH 1024
  
  /* Non-generated shaders */
 +extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 +extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 +extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
 +extern char datatoc_gpu_shader_3D_uniform_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
 +
+ extern char datatoc_gpu_shader_fire_frag_glsl[];
  extern char datatoc_gpu_shader_smoke_vert_glsl[];
  extern char datatoc_gpu_shader_smoke_frag_glsl[];
  extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
@@@ -617,58 -619,10 +618,58 @@@ GPUShader *GPU_shader_get_builtin_shade
                case GPU_SHADER_SMOKE_FIRE:
                        if (!GG.shaders.smoke_fire)
                                GG.shaders.smoke_fire = GPU_shader_create(
 -                                      datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_fire_frag_glsl,
 +                                      datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl,
-                                       NULL, NULL, "#define USE_FIRE;\n", 0, 0, 0);
+                                       NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.smoke_fire;
                        break;
 +              case GPU_SHADER_2D_UNIFORM_COLOR:
 +                      if (!GG.shaders.uniform_color_2D)
 +                              GG.shaders.uniform_color_2D = GPU_shader_create(
 +                                      datatoc_gpu_shader_2D_uniform_color_vert_glsl,
 +                                      datatoc_gpu_shader_uniform_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.uniform_color_2D;
 +                      break;
 +              case GPU_SHADER_2D_FLAT_COLOR:
 +                      if (!GG.shaders.flat_color_2D)
 +                              GG.shaders.flat_color_2D = GPU_shader_create(
 +                                      datatoc_gpu_shader_2D_flat_color_vert_glsl,
 +                                      datatoc_gpu_shader_flat_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.flat_color_2D;
 +                      break;
 +              case GPU_SHADER_2D_SMOOTH_COLOR:
 +                      if (!GG.shaders.smooth_color_2D)
 +                              GG.shaders.smooth_color_2D = GPU_shader_create(
 +                                      datatoc_gpu_shader_2D_smooth_color_vert_glsl,
 +                                      datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.smooth_color_2D;
 +                      break;
 +              case GPU_SHADER_3D_UNIFORM_COLOR:
 +                      if (!GG.shaders.uniform_color_3D)
 +                              GG.shaders.uniform_color_3D = GPU_shader_create(
 +                                      datatoc_gpu_shader_3D_uniform_color_vert_glsl,
 +                                      datatoc_gpu_shader_uniform_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.uniform_color_3D;
 +                      break;
 +              case GPU_SHADER_3D_FLAT_COLOR:
 +                      if (!GG.shaders.flat_color_3D)
 +                              GG.shaders.flat_color_3D = GPU_shader_create(
 +                                      datatoc_gpu_shader_3D_flat_color_vert_glsl,
 +                                      datatoc_gpu_shader_flat_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.flat_color_3D;
 +                      break;
 +              case GPU_SHADER_3D_SMOOTH_COLOR:
 +                      if (!GG.shaders.smooth_color_3D)
 +                              GG.shaders.smooth_color_3D = GPU_shader_create(
 +                                      datatoc_gpu_shader_3D_smooth_color_vert_glsl,
 +                                      datatoc_gpu_shader_3D_smooth_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.smooth_color_3D;
 +                      break;
        }
  
        if (retval == NULL)
Simple merge