Commit Graph

93 Commits

Author SHA1 Message Date
681661dbed GPU: Simplify select shaders.
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.

Differential Revision: https://developer.blender.org/D4350
2019-03-15 17:02:48 -03:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
68cab3aff6 Cleanup: replace attrib w/ attr
Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
2019-01-29 08:32:25 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
a8a89db9c8 Preferences: always do GPU accelerated mipmapping, remove preference.
This setting was added long ago to be cautious in case some GPUs did not
support this propertly, no reason to have it anymore.
2019-01-16 16:16:42 +01:00
9cf01d35be Workbench: Smoke: Add support for Color Mappping for smoke debugging 2018-10-09 12:12:38 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
af36dd4664 Cleanup: trailing newlines 2018-06-29 08:02:49 +02:00
e97237892c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/sculpt_paint/paint_image.c
	source/blender/editors/space_view3d/view3d_draw.c
	source/blender/editors/space_view3d/view3d_view.c
	source/blender/gpu/GPU_draw.h
	source/blender/gpu/GPU_material.h
	source/blender/gpu/intern/gpu_draw.c
	source/blender/gpu/intern/gpu_material.c
	source/blender/makesrna/intern/rna_userdef.c
	source/blender/windowmanager/intern/wm_files_link.c
	source/blender/windowmanager/intern/wm_init_exit.c
	source/creator/creator_args.c
	source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
	source/gameengine/Ketsji/KX_PythonInit.cpp
	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
2018-06-25 12:50:32 +02:00
8a7f317666 Cleanup: Nuke most of G.main from GPU code. 2018-06-25 12:32:48 +02:00
1dc93f90a0 Cleanup: remove image->bindcode, always wrap in GPUTexture.
This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
2018-06-11 23:24:04 +02:00
6654e109df Cleanup: strip trailing space in GPU module 2018-06-04 09:09:12 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Dalai Felinto
fb24813d64 Remove game properties in image editor
The following properties were used by the Blender Game Engine and no longer
need to be around:

* Animated
* Tiles
* Clamp
* Mapping
2018-04-17 17:51:28 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
885d78150d Use eObjectMode for function arguments 2018-02-06 23:27:49 +11:00
c7fecab2ef Object Mode: Use eval_ctx mode for drawing, paint & modifiers 2018-02-06 18:03:28 +11:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
acd811278e Cleanup: Use full name for scene_layer in gpu 2017-11-09 15:45:21 +01:00
f2cc6c9254 TexFace removal part 2
- Derived-mesh drawing.
- All non UV members of TexFace structs.

MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
2017-05-25 01:40:15 +10:00
Dalai Felinto
65ebb668ec glPushAttrib/Pop change implementation to use a stack
The original implementation (cbd78c8126) broke depth of field.
2017-05-09 15:23:33 +02:00
e4d856e31b OpenGL: manage legacy state only when WITH_LEGACY_OPENGL=ON
- enabled lights
- alpha test
- texture environment
- point sprites (always enabled in modern GL)

Moved is_clip_plane for better struct packing, no functional change there.

Part of T51164
2017-04-27 14:32:47 -04:00
bfaf7a3eb1 OpenGL: stop enabling GL_TEXTURE
Texturing is always enabled in GLSL. Simply use a sampler in the shader.

Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.

Part of T51164
2017-04-27 11:24:35 -04:00
a49708a691 OpenGL: stop using GL_NORMALIZE
With GLSL there is no need for GL_NORMALIZE. We explicitly normalize in the shader, or (better) send in unit vectors.

Part of T51164
2017-04-27 10:35:12 -04:00
5c7b8cfffa OpenGL: remove GL_MAP1_VERTEX_3
This is related to OpenGL evaluators (old feature). From my understanding, we don't seem to be actually using it.

Part of T51164
2017-04-27 09:30:48 -04:00
913e9350a5 Convert BaseLegacy to Base (part) 2017-04-24 16:09:04 +02:00
Dalai Felinto
cbd78c8126 Immediate Mode: replacing glPushAttrib/glPopAttrib
Reference document: http://docs.gl/gl3/glPushAttrib

This patch only tackles the bits that are set by Blender with the
following exceptions:

1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored

2) The exception being GL_ALPHA_TEST, which will be removed, but it may
affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST
elsewhere.

3) paint_cursor will be tackled separated, since it was abusing
glPush/PopAttrib in the first place.

4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled

5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which
would lead to a way more complete/lenghty solution. Since the BGE has
other (OpenGL deprecated) problems anyways, it can be handled on its own
time.

Finally, the original design for 2.8 was to implement a proper stack
system. However we need to move to core profile sooner than later. So
this is a pragmatic temporary (that may be permanent) solution.

Reviewers: merwin, campbellbarton

Differential Revision: https://developer.blender.org/D2600
2017-04-05 15:02:31 +02:00
Dalai Felinto
209021a703 Remove all instances of OBACT from drawobject.c and related changes 2017-03-02 17:09:24 +01:00
d1b21d1278 OpenGL: add support for programmable point size
And enable point sprites always. Fragment shaders can use gl_PointCoord now.
2016-09-30 19:51:04 -04:00
0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
147f7a1e86 OpenGL: isolate fixed function lighting in simple shader code.
Differential Revision: https://developer.blender.org/D1645
2015-12-06 19:35:15 +01:00
263f4cd342 OpenGL: rename GPU_enable_material to better indicate it's binding shaders. 2015-11-28 15:35:34 +01:00
3d36489672 OpenSubdiv: Commit of OpenSubdiv integration into Blender
This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:

- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
  of OpenSubdiv is used, making viewport performance as fast as possible.

  This also requires graphscard with GLSL 1.5 support. If this requirement is
  not met, then no GPU pipeline is used at all.

- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
  rendering then CPU limit evaluation API from OpenSubdiv is used. This only
  replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
  structures exactly the same as they used to be for ages now.

This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:

- Face varying data interpolation is not really cleanly implemented for GPU
  in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.

  This basically means we'll have really hard time supporting UVs.

- Limit evaluation only works with adaptivly subdivided meshes so far, which
  basically means all the points of CCG are pushed to the limit. This gives
  different result from old code.

- There are some serious optimizations possible on the topology refiner
  creation, which would speed up initial OpenSubdiv mesh creation.

- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
  could be generalized.

  That's something where Antony and Campbell can help, making it so the code
  is structured in a way which is reusable by all planned viewport projects.

- There are also some workarounds in the dependency graph to make sure OpenGL
  buffers are only freed from the main thread.

Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from

  https://github.com/Nazg-Gul/OpenSubdiv/tree/dev

There are some patches applied in there which we're working on on getting
into upstream.
2015-07-20 22:29:26 +02:00
b45749727c Add check for GPU materials enable state 2015-07-18 05:30:13 +10:00
38940662e5 Particle Info node support for GLSL mode and the internal render.
With this patch "Particle Info" node from Cycles works in GLSL and BI

Alexander (Blend4Web Team)

Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.

Differential Revision: https://developer.blender.org/D1313
2015-07-14 18:52:29 +02:00
0918461d61 Move from MTFace to MTexPoly w/ texture checks
Part of moving away from MFace.
2015-07-14 22:36:00 +10:00
8d8d1939fa Cleanup: use bool for mipmap args 2015-04-28 01:18:50 +10:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
38321faa8d cleanup: use spaces for alignment
while studying GPU lib
2015-03-23 15:40:44 -04:00
9626f4fdf5 GPU module: get rid of gluscaleimage - game engine also uses that but
commit to remove from there will be done separately due to issues with
linking.
2015-02-23 16:33:18 +01:00
fed61d50c7 Debug GPU functionality from soc-viewport_fx by Jason Wilkins
patch number D706 with changes:

- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.

Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.

- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.

- Did not port changes needed for GLES to regular glew.h

- Got rid of duplicate or very similar new functionality.

Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.

It also provides a nice substitute function for glu error descriptions
2015-02-23 13:35:57 +01:00