Ignore texture matrix in the shader, stop messing with texture matrix in BLF code.
Use linear screen-space interpolation instead of perspective.
Avoid redundant call to glMatrixMode.
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.
I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
transparency.
The issue is that we are rendering to a 0..1 clamped sRGB buffer with
unpremultiplied alpha, where the correct thing to do would be to render
to an unclamped linear premultiplied alpha buffer. Then we would just
make fire purely emissive without affecting the alpha channel at all,
but that doesn't work here.
So for now, draw fire and smoke separately using different shaders and
blend modes, like it used to before the smoke programs were rewritten
(see rB0372b642).
These are intended for very simple drawing. No lighting etc.
Shares some fragment code with the 2D shaders.
Similar to their 2D counterparts, but are not combined because of
future plans for separate 2D & 3D matrix stacks.
EXT_gpu_shader4 lets us say “noperspective” in GLSL #version 120 just
like in later GLSL.
Mac shader now matches modern GLSL available on other platforms.
The first two of several new simple built-in shaders (will test these
before adding more). These are intended for the new immediate mode API,
but you can use them just like any built-in GPUShader.
Due to limitations on different platforms, shaders need to work with
GLSL versions 120, 130 and 150. Final Blender 2.8 will be pure #version
150.
3D view
There was a misusage of the `outcol` and `texcol` params. The actual
formula should have been:
incol = facm * outcol + fact * ((one - outcol) * texcol * outcol +
outcol * scr);
To make sure the result is consistent with material mode, reuse the
material blend function (mix_soft), similarly to what most other texture
blend modes do.
This patch is another step to achieve BI and it's Viewport consistency for cubemap textures.
{F318879}
To test world_space_shading flag D2072 is required.
Alexander (Blend4Web Team)
Reviewers: campbellbarton, brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2074
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.
Reviewers: sergey
Projects: #nodes, #opengl_gfx
Differential Revision: https://developer.blender.org/D2036
See T48453 for details and test scenes
Reviewers: a.romanov, sergey
Reviewed By: a.romanov, sergey
Projects: #opengl_gfx, #nodes
Differential Revision: https://developer.blender.org/D2011
It's not really clear at this moment how we can detect cases
when attribute needs linearization. For now added a comment
so we don't forget about this, hopefully.
The title says it all actually.
Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.
TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.
Reviewers: mont29, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D2022
This commit implements Bump node in GLSL, making it possible to
see previews of bump mapping in viewport without need to render.
Nothing really fancy going on here, just uses internal dFdx/dFdy
functions to get derivatives of the surface and map itself.
Quite basic but seems to behave correct-ish.
This commit also makes Displacement material output to affect
viewport shading by re-linking unconnected Normal input to a
node which was used for displacement output (via Bump node).
Intention of all this is to make it really easy to do bump map
painting with Cycles as an active render engine.
Reviewers: campbellbarton, mont29, brecht, psy-fi
Reviewed By: brecht
Subscribers: Blendify, eyecandy
Differential Revision: https://developer.blender.org/D2014