Commit Graph

123 Commits

Author SHA1 Message Date
61ca73ea10 OpenGL: new built-in shader for smooth round 3D points w/ outline 2016-10-16 18:43:24 -04:00
2df27995f9 OpenGL: new built-in point shader, clean up other shader names
Smooth round point with outline (uniform color) and fill (varying color).

Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
2016-10-15 02:30:59 -04:00
25e4dc45e5 OpenGL: shaders for smooth round points
Solid color with an optional outline.

size (diameter) and outlineWidth are in pixels.
2016-10-08 03:11:53 -04:00
198e3a35c8 OpenGL: another built-in shader for 2D points
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR
2016-10-06 16:32:02 -04:00
edcce96d97 OpenGL: more built-in GPU_SHADERs for points
No new GLSL shaders were needed! Just combined existing vertex & fragment shaders in new ways.
2016-10-06 14:20:33 -04:00
875d63ccb5 OpenGL: one more point shader
Added a built-in shader for points that vary both size and color.
2016-10-01 17:32:29 -04:00
5753a1462f OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
2016-09-30 20:44:22 -04:00
Dalai Felinto
4a1feaa555 immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT
Use the same vertex shader for both fragment shaders
2016-09-22 13:40:33 +00:00
1b1275f0db add GPU_SHADER_TEXT for font rendering
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.
2016-09-17 13:33:48 +02:00
5eddb80513 Extend Gawain to use Blender's built-in shaders
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.

Added same for batched rendering.
2016-09-15 18:41:28 +02:00
1b5b899228 OpenGL: add built-in GPU_SHADER_3D_DEPTH_ONLY
We’re discussing several techniques that require a depth pre-pass.
2016-09-13 02:51:38 -04:00
b8f27b2514 OpenGL: shaders for simple 3D drawing
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.
2016-08-16 14:58:53 -04:00
c73e4e99a5 OpenGL: simple 2D shader with flat color
Flat color means each primitive will use color from the provoking
vertex.
2016-08-08 04:56:02 -04:00
6c65e5a00c GPU: bind builtin shader for immediate mode
immBindBuiltinProgram extends Gawain’s immBindProgram to use Blender’s
library of built-in shader programs.

It uses imm prefix instead of GPU_ so people won’t be tempted to call
GPU_unbind_program() afterward.

From my understanding, Apache code is not allowed to call GPL code, so
this function needs to be in the GPU lib.
2016-08-07 22:11:45 -04:00
11ffbfb36a Gawain: bind a shader for immediate mode
How to use:
1) set up vertex format
2) bind a shader
3) draw with immBegin … immEnd
4) unbind shader

TODO: expand this a little, so we can send uniform values to the bound
shader.
2016-08-07 01:35:42 -04:00
396dd82428 OpenGL: add simple shaders for 2D drawing
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.
2016-08-04 15:59:38 -04:00
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
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
2016-05-31 14:41:51 +02:00
4acd218c02 GPU compositing:
Minor optimization: Store the uniform interface of shaders instead of
re-querying every frame.
2016-03-21 22:43:03 +01:00
49247f0fc4 Fix T47207: Material shading incorrectly handles colorramp node
The issue was introduced by a fix for T44713 which only made GLSL
consistent with Cycles.

Now we do have conditional averaging or proper luma weighting based
on whether we're new old old shading system. Not totally ideal but
should work for until we re-design viewport possibly breaking how
Blender Internal does implicit conversion.
2016-02-02 12:50:56 +01:00
0372b64270 OpenGL: port smoke drawing code to GLSL.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.

Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.

Also support for ARB program was removed.

Patch by myself, with some minor fixes by Brecht.

Reviewers: brecht, #opengl_gfx

Differential Revision: https://developer.blender.org/D1694
2016-01-10 07:36:23 +01:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
1a2b5d9a8b Fix a few warnings with Apple LLVM 7.0.2. 2015-12-23 20:39:03 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00