Commit Graph

66 Commits

Author SHA1 Message Date
965e5039f5 Refactor to recent matcap built-ins to not use the built in system.
Those variables would get declared on fragment shader level and since we
use reserved opengl variables, some compilers would throw an error
(NVIDIA allows, some ATI compilers may break). Instead, use a separate
opengl built-in category especially for them. This works on NVIDIA, and
will wait for tests of this commit from ATI users.
2014-04-02 15:08:04 +03:00
3ed49a810d Make matcaps suck less
This commit does various changes for matcaps:

One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.

The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.

Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.

Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D435
2014-04-01 19:27:13 +03:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
621bf47e91 Docs: doxygen file descriptions for BLF, GPU and WM 2014-01-19 23:15:25 +11:00
ecf2eeef23 style cleanup 2013-10-16 04:08:20 +00:00
8ef934c73f ghash/bli-listbase edits, rename BLI_ghash_pop -> BLI_ghash_popkey (since it takes a key as an arg and isnt popping any element from the hash as you might expect).
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
2013-08-26 23:37:08 +00:00
37f5945188 style cleanup 2013-06-25 10:44:30 +00:00
553dd71efb Fix GLSL not showing shading properly on the backside of faces. Now it flips
the normal towards the viewer, seems to give consistent results with blender
internal, cycles, normal maps, etc.

Started from patch #32761 by Vitor Balbio, but changed it to do normal flipping
earlier so it solves all cases.
2013-06-24 13:46:34 +00:00
225c5fee6b move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
13bde6645b code cleanup: remove callbacks only added to wrap MEM_freeN 2013-05-21 08:45:10 +00:00
a9fb183901 rename BLI_ghashIterator_notDone() -> BLI_ghashIterator_done()
was renamed fairly recently but other similar iterators not negated
	like this, would prefer to keep it as it was
2013-05-08 12:58:11 +00:00
0aada35e93 Fix #34788, #34744: GLSL error, #version line needs to be at the top of the shader
and this wasn't the case anymore after recent changes.
2013-04-02 16:37:31 +00:00
e8d532f1dd style cleanup 2013-03-31 03:28:46 +00:00
53b7bc8f1f Change !BLI_ghashIterator_isDone to BLI_ghashIterator_notDone. It is
always used in that context so we can at least avoid reverting it twice
:p.
2013-03-06 20:55:04 +00:00
4643d61ffb OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. The
code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.

The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
2013-02-26 00:49:42 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
64467e3ffa Fixes related to #33087:
* Fix GLSL memory leak in the (vector) math node.
* Fix GLSL math node pow behavior for negative values, same as was done for C.
2012-11-06 19:58:48 +00:00
4fc1a3c8b3 fix for possible buffer overflow in gpu_nodes_get_vertex_attributes() and hair_velocity_smoothing()
and a unlikely NULL pointer dereference in unlink_material_cb().
2012-11-01 09:56:18 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
b25ca62f20 Fix #32404: GLSL normal maps using float images were incorrectly getting
color managed.
2012-08-30 17:42:04 +00:00
da710b3e14 style cleanup: brace placement/newlines 2012-05-24 16:35:45 +00:00
ed33320e3f Code cleanup: simplify standard GHash creation.
Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.

GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);

Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
2012-05-16 00:51:36 +00:00
ae4fda82b0 Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
 * Simplified the shadow panel while "Blender Game" renderer is active
 * Added variance shadow maps for the BGE
 * Buffered shadows on sun lamps in the BGE (orthographic)
 * Light textures in the BGE
2012-05-01 02:50:17 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
5c89138684 style cleanup: comments 2012-04-22 11:54:53 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
5b88712ff9 move debug flag into its own global var (G.debug), split up debug options.
--debug
  --debug-ffmpeg
  --debug-python
  --debug-events
  --debug-wm

This makes debug output easier to read - event debug prints would flood output too much before.

For convenience:
  --debug-all turns all debug flags on (works as --debug did before).

also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-31 00:59:17 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
31d2ee9bf7 style cleanup, brackets in else/if, some indentation. 2012-03-06 18:40:15 +00:00
Lukas Toenne
050428049f Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well.
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)

The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.

Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.

The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
b4df2658de remove ARB_texture_gather from bicubic bump map dependencies. It will be needed when/if monochrome images are supported 2012-01-18 00:03:09 +00:00
ac498a6b64 Cleaning up the GPU_extensions_init/exit() code a bit to keep the Blenderplayer from crashing on exit and restart. 2011-12-23 07:10:01 +00:00
4d7c44717a Code cleanup: fix some clang static checker warnings. 2011-12-22 20:29:44 +00:00
ad96dacbc5 style edit only - move parenthesis onto second line of function definition (in keeping with most of blenders code)
also split some long lines in own code.
2011-12-17 00:52:36 +00:00
6ccc605660 Bicubic bump map filtering.
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. 

To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"

Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.

Bicubic shader by Morten Mikkelsen. Thanks a lot!

Oh...and FIRST!
2011-12-15 13:58:09 +00:00
965c287630 fixes scale on derivative maps 2011-12-09 23:26:06 +00:00
f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +00:00
6673c76e78 Muting node patch: second part. Also fix [#27636] Muting shading nodes is ignored
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.

However, Cycles is currently unaware of muted nodes, will try to address this…
2011-11-20 16:38:23 +00:00
e84c0980a3 correct indentation and some whitespace edits (no functional changes) 2011-11-11 13:09:14 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
b8bf0ee822 Fix #28613: SEGFAULT: When setting Best-Quality on a Bump Map in GLSL viewport
Problem was caused by CRLF line ending instead of LF line ending.
Re-generate pu_shader_material to use LF line ending and made gpu codegen
treat \r as space character.
2011-09-12 09:47:28 +00:00
01744abd81 GPU: add gpu python module with export_shader() function to export GLSL shader.
shader = gpu.export_shader(scene,material) 

Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data. 

The full documentation is under sphinx.

Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to 
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
2011-09-09 11:55:38 +00:00
b3704f45c4 Fixes for snprintf usage:
* replace by BLI_snprintf in various places, note _snprintf on windows
  does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
  specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
  string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
2011-08-30 10:07:50 +00:00
fa2ba5fbf5 - use static vars and functions where possible.
- use NULL rather than 0 when used as pointers.
2011-08-28 05:06:30 +00:00
c96f28a718 - use %u rather tham %d for unsigned ints in string formatting funcs.
- replace (strlen(str) == 0) with str[0]=='\0'
2011-08-27 03:25:02 +00:00
627c764e3c bug [#26329] Project Paint not working
we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).

this is common enough and generic error isn't too helpful to users.
2011-03-06 23:12:12 +00:00
Nathan Letwory
93b144548d doxygen: blender/gpu tagged. 2011-02-27 20:25:53 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00