Needed to remove old draw code entirely.
Object mode selection support, pose and armature still need to be added.
Enabled when 'use_modern_viewport' is set.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
Was performing context access per object for scene, region etc.
While not very slow they don't change during drawing so cache in a struct.
This also makes it possible to draw in views besides the current context.
Pending: Include the set in the rna depsgraph.objects
In fact it would be nice to unify them both. However this will likely
change once Depsgraph incorporate this iterator, so I'm not sure we
should bother with that.
Related to T51203
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.
- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state
Part of T49450
Follow up to D2626 and 49fc9cff3b
* Brings us closer to core profile, all matrices are working, and apart
from a problem with text drawing, Blender is working fine.
* Reduce the coding overhead of having to setup/teardown when
alternating between 2D and 3D drawing sessions.
* Gives us fewer modes and states we need to keep track of.
Unfortunatelly this also "rejects a fundamental change" the original
design was trying to make - that 2D is different from 3D and
deserves its own best implementation.
That said, it is still aligned with the function API design as
originally implemented (i.e., it still uses gpuTranslate2D, ...).
Finally, if you build with core profile and this patch you get:
https://developer.blender.org/F545352
[The text glitch is an unrelated issue].
Reviewers: merwin, sergey, brecht
Differential Revision: https://developer.blender.org/D2626
These functions mark the beginning and end of 3D drawing, causing the matrix API to use our own implementation instead of legacy OpenGL.
Part of T49450
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!
- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
Same as MEM_SAFE_FREE macro,
checks for NULL, runs free then sets NULL.
Blocks of code that do this many times are noisy and likely
errors here wouldn't be noticed immediately.
Also NULL's static vars which were being left set.
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.
Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
See gpu_shader.c for the main changes.
EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.
Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Objects that were using the same lamp data were having the same display matrices.
This is fixed by allowing engine to store a memory block inside the object itself.
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.
We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.
Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.
However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.
This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.
Patch by Sergey Sharybin and Dalai Felinto
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.
This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.
The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.
Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.
Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)
Differential Revision: https://developer.blender.org/D2563