Commit Graph

1123 Commits

Author SHA1 Message Date
7f356c20dc Modify shader for texture coordinates of objects to also match the
rendered result more closely (all three parameters should match now)
2014-12-31 15:48:16 +01:00
f31f28c3f4 Corrections to world texture coordinates to match the rendered result
more closely
2014-12-31 15:00:18 +01:00
0ae4d7d405 Fix for GPU_materials_free accessing NULL pointer 2014-12-18 02:14:51 +01:00
3e61478b1b Fix T42917 shadow maps not working on ATIs.
This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.
2014-12-16 21:52:55 +01:00
1b2fc74792 Fix typo in VBO 2014-12-16 20:20:41 +01:00
137f557246 Remove NULL checking variable after using it. 2014-12-16 12:09:33 +01:00
d6beaad01c Fix T42875 GLSL display not correct in vertex array mode.
GLSL used a global variable to store the enabled vertex attributes which
were not set for vertex arrays after the VBO refactor.
2014-12-12 17:59:06 +01:00
d9ddc99a27 Fix T42184: Normal not displayed correctly in Material Viewport
There was a differences between how Cycles and BI treats Normal shader:

- Different normal direction assumption
- Different policy about vector normalization

Previous idea of trying to use single function and flip the output if
needed becomes more tricky, so i've just added new GLSL function which
corresponds to how Cycles deals with the Normal shader.
2014-12-10 19:12:54 +05:00
e1e984e437 Fix T42807, variance shadow map broken afterFBO changes.
This code was a bit do-it-yourself instead of relying on the API. Should
be OK now.
2014-12-05 16:01:18 +01:00
Dalai Felinto
409043c69d GPU: code cleanup, no fundamental changes 2014-12-03 17:56:20 -02:00
a6bb564c99 Another crappy mistake in VBO code. 2014-12-03 20:20:04 +01:00
4afd5db47e Only annoy coders with warnings, not users. 2014-12-03 19:49:48 +01:00
4ee53074aa Dim down default (no) material for cycles so it matches default material
in blender internal
2014-12-01 16:21:02 +01:00
46c80d5d11 Correct includes for win32 2014-11-29 19:12:33 +01:00
1cb59394ae Cleanup: use const, avoid float -> double in matrix invert 2014-11-29 17:49:38 +01:00
0154096fd5 Cleanup: unused headers 2014-11-28 23:12:12 +01:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
2b7e1c6011 Cleanup GPU: get rid of some extremely legacy draw code.
Basically this commit gets rid of most of the derived mesh immediate mode
drawing (cases such as subsurf excluded). Even when VBO is turned off
in user preferences, we still use vertex arrays, which are very similar to
VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility
is not an issue here.

Reviewers: campbellbarton, sergey, jwilkins

Differential Revision: https://developer.blender.org/D919
2014-11-28 14:38:18 +01:00
8152a6c66c Do not use mipmapping on envmaps, can cause discontinuities on
environmental mapping when crossing the seam boundary.

Also output our favourite magenda on missing texture.
2014-11-26 19:19:25 +01:00
8fa55d95e4 World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.

This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.

This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.

There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.

...also </drumroll>
2014-11-26 15:07:26 +01:00
9f64a86436 Fix framebuffer completeness being broken after last framebuffer cleanup
commits.

Basically, we don't set a draw buffer until draw time comes. Also add
explicit validation function to validate after all textures have been
attached (could be done automatically at bind time too probably, but
left out for now)
2014-11-25 16:16:50 +01:00
82aa32c3a9 Fix leftover f postfix from C code. 2014-11-21 21:40:23 +01:00
9124ecb16b Cycles: support for specular color in solid shading mode, available in
the material panel.

Patch by Phillipp Oeser (D62) with some minor modifications, thanks!
2014-11-21 14:07:38 +01:00
102d3ad595 Fix T42622, environment texture GLSL result different from rendering.
Also included mirror ball shader, which was missing.
2014-11-20 19:43:32 +01:00
a08ac5513f Fix for previous commit 2014-11-18 12:44:56 +01:00
3ae0126f86 GPUFramebuffer API cleanup:
* read buffers are set at texture binding time
* change naming when setting a texture as framebuffer
* add function to set slot of framebuffer as current target instead of
texture.
* Binding a buffer reuses the dimensions of the texture at bind time
(can use viewport to set to arbitrary range later)
* Removed offscreen buffer width/height, use the generated texture
dimensions instead. Those were supposed to be checked to see if
generated texture had the requested size but were never actually changed
to the texture dimensions (and it's redundant to store twice).
2014-11-18 12:37:55 +01:00
0f947f2cc5 GPU framebuffer/texture API: Warn when binding a texture that is also
attached to a framebuffer or vice versa.

might be more correct to just handle the case and unbind here.
2014-11-18 12:15:16 +01:00
998a867ba3 GPU framebuffer API:
Allow binding a texture to a different texture attachment than the
first.

Also fix a number error in seperable gaussian blur shader.
2014-11-18 11:56:37 +01:00
Dontsov Valentin
8c712eaa29 GLSL: specular transparency support for Blender internal materials
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D781
2014-11-09 15:35:08 +01:00
548b8f51c9 Fix assert failure in GPU codegen
Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.

Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
2014-11-07 13:17:26 +05:00
d1eb762b57 Fix T42492, Shading error with fresnel weight node.
Orthographic case needs different handling.
2014-11-06 15:03:34 +01:00
176f0102ea Fix T42445: Clamp flag has no effect on result value in Math and MixRGB shader nodes (Blender Render)
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.

Called the GPU function clamp_val which can handle float and vec3.
2014-11-04 16:55:40 +05:00
64dc1fd408 Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate.
tangents are directions and should be transformed like directions.
2014-10-21 15:00:29 +02:00
0a738280e1 Cleanup 2014-10-11 11:44:28 +02:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
d7a1b09f85 Cleanup to previous commit, we can reuse set_rgb instead of new function 2014-10-07 11:12:00 +02:00
14c57b6c78 Fix T42074, textured lamps influncing other layers
The solution is to do the multiplication with the energy in the shader
after texture application.

We might be able to avoid setting dyncol completely, but this needs
better investigation. Some shader paths also look a bit redundant.

Also, texture mapping is not supported very well for light lamps, might
also need investigation.
2014-10-07 11:06:53 +02:00
7901faf335 Fix T42049: Crash exiting /w GL1.1 2014-10-02 16:24:14 +02:00
fc3753b8f6 gooseberry request:
Attempt to select closest bones when possible.

Occlusion query selection does't support this well because we can't
really derive depth information from occlusion tests. May be possible to
improve this somewhat in the future.
2014-09-24 18:22:02 +02:00
3733eb6340 Fix T41682.
Bring back shading in texture painting.

This works now but it uses 3 texture units instead of two. Most GPUs of
DirectX 8 (OpenGL 1.4 should cover that) functionality even should have
those, but some old GPUs might not work with that. In any case, I hope
we will be moving to OpenGL 2.1 requirement soon anyway where 4-8
texture units are usually the norm.
2014-09-02 15:57:38 +02:00
d4fe34b1c0 A bit of a code cleanup in GLSL shader 2014-09-02 15:58:38 +06:00
ac1ddb6e64 Support window coordinates in cycles nodes. 2014-09-02 11:49:14 +02:00
bf0f3a04cc Fix second part of T41068 -- reflection mapping was wrong
Few things:
- reflect() takes arguments in this order: N, I, it was swapped
  in the previous code for some reason.

- Normal and view vectors are to be normalized. For the view
  vector we're now using shade_view() in order to deal with the
  ortho camera. However, Cycles does not support ortho camera
  for reflection, but this is easy to do in a separate commit.

- Reflection vector is to be in the world space. Kudos to
  Antony Riakiotakis for figuring this out!
2014-09-02 15:41:50 +06:00
78b79a91f2 Fix T41596 GLSL error on ATIs after clipping workaround commit.
This was a little difficult to track down, basically it was a missing
escape sequence that only manifested itself when GPU did not support
bicubic filtering.

Extra:

* Fix memory leaks when an error occurs in shader compilation
* Display full shader when a compilation error occurs. Makes it easier
to diagnose if problem is caused by a syntax or compatibility error.
2014-08-29 16:23:50 +02:00
4f4997cb03 Disable clipping on ATI cards not supporting the clipping workaround to
avoid software fallback.
2014-08-27 11:23:28 +02:00
3f2cf6da6f Cleanup: remove _DEBUG define usage 2014-08-27 18:59:32 +10:00
08c1408f82 Fix T41068: 3D viewport shading - Material or Window vs. Rendered
Checked with Brecht, Cycles indeed expects generated to be in 0..1 space
instead of -1..1 as it is in BI.
2014-08-22 16:14:08 +06:00
b07ea2fc15 Fix T41456: soft light texture blend mode zero effect
Soft light and Linear light blend modes weren't implemented in glsl

Reviewers: psy-fi

Maniphest Tasks: T41456

Differential Revision: https://developer.blender.org/D744
2014-08-18 19:14:51 +02:00
8986883de1 Fix T41314: OpenGL error when using Cycles engine 2014-08-18 13:55:22 +06:00
7c9b8aa6cc Fix possible uninitialized var use 2014-08-13 10:38:08 +10:00