Commit Graph

425 Commits

Author SHA1 Message Date
Dalai Felinto
209021a703 Remove all instances of OBACT from drawobject.c and related changes 2017-03-02 17:09:24 +01:00
c1f43c9dc6 Cleanup: warnings 2017-03-02 00:36:33 +11:00
d751676cf3 Fix building full. 2017-02-23 11:03:56 +01:00
Dalai Felinto
53a9dec2bf Silence "defined but not used" warnings 2017-02-23 10:24:59 +01:00
61df9fdb2f Cleanup: warnings 2017-02-09 02:39:31 +11:00
Dalai Felinto
aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00
520ced4ad5 Modifications to GPU_texture:
-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures

Reviewers: dfelinto, merwin

Differential Revision: https://developer.blender.org/D2452
2017-02-03 16:01:32 +01:00
b997914f80 OpenGL: remove NPOT texture rescaling logic
This code was already disabled.

We might be able to simplify GPU_check_scaled_image even further. Maybe even delete it? Just removing the obvious stuff now.

Keeping is_power_of_2_resolution function since it is still used in DXT logic.
2017-01-31 02:52:43 -05:00
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00
e7fddc0772 OpenGL: disable checks for NPOT texture support
Non-power-of-two textures are always allowed. Keeping the disabled checks in the code in case we support OpenGL ES in the future. Even then it should be a compile-time check, not at run-time.
2016-10-17 02:36:51 -04:00
b8e3d81f31 OpenGL: fix point sprites
Apparently GL_POINT_SPRITE is important to GL 3.2+ compatibility profile, not just to GL 2.1 as thought.

We'll remove this during the core profile transition.
2016-10-01 17:34:41 -04:00
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
4571fdde0e OpenGL: transition to ARB FBOs, remove runtime checks
ARB_framebuffer_object replaces several related EXT extensions. The ARB
version pulls GL 3 FBO features into GL 2.1, useful for Mac platform.
Its functions and enums have no ARB suffix so transition to modern GL
will be seamless!

Extension is checked at startup, so is guaranteed to be true at runtime.

Part of T49012
2016-08-04 21:11:45 -04:00
9186b9ae48 Merge branch 'master' into blender2.8 2016-07-18 19:25:44 +10:00
8343518272 Cleanup: comment blocks 2016-07-15 02:39:45 +10:00
cbce7fef16 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/pointcache.c
	source/blender/makesrna/intern/rna_main_api.c
	source/blender/makesrna/intern/rna_particle.c
2016-06-27 15:59:01 +02:00
0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
48c58bd913 Merge branch 'master' into blender2.8 2016-06-21 12:14:49 +10:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
c96d4ec644 Merge branch 'master' into blender2.8 2016-06-10 05:46:29 +10:00
6798809c7e Flat shading for basic shader
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
2016-06-10 05:38:17 +10:00
a151806698 Merge branch 'master' into blender2.8 2016-06-10 05:17:33 +10:00
20f0e2f342 Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
2016-06-09 09:53:35 +02:00
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
faec430914 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/transform/transform_snap_object.c
	source/blender/editors/util/undo.c
	source/blender/makesrna/intern/rna_object_force.c
2016-05-24 16:48:10 +02:00
f85745b17b Flat shading for basic shader
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
2016-05-16 11:13:21 +03:00
c795d31a1f Simplify scanline threaded processor used by GPU_verify_image
Just avoid some unneeded initialization functions when the threaded
processor is simple enough to only depend on current chunk start
scanline and number of scanlines.
2016-05-05 13:16:56 +02:00
043486e2bc Fix typo in previous commit
Thanks Julian Eisel (Severin) for the heads up!
2016-05-05 11:33:13 +02:00
9aff51661c Optimization for initial display of high res textures in viewport
Multi-thread all the color space conversion operations.

Gives speedup from 0.8 to 0.1 seconds on a model with 4k etxture on it.
2016-05-05 11:28:50 +02:00
664f5b8c06 Removed particle DNA. 2016-04-13 13:41:11 +02:00
47498c4f05 Fix T47635: Texture paint performance regression
Flipped bindcode check in D1414 caused projection paint to always do full updates.
2016-03-02 06:57:26 +11:00
05dbc470ad Cleanup: warnings & style 2016-01-28 17:23:12 +11:00
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
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
f01f74d5dd cleanup: C99
- tighter scoping
- declare vars closer to where they’re used
- minor spacing cleanup
2016-01-07 16:32:35 -05:00
0df1bdc268 OpenGL: fix max texture anisotropy check
Query max supported on init, use that to clamp user-set values.
2016-01-07 16:32:35 -05:00
1aff22b81d OpenGL: use best available mipmap gen function
ARB_framebuffer_object works just like GL 3+ and is the preferred
method.

Fall back to older EXT_framebuffer_object if necessary.
2016-01-07 16:32:35 -05:00
290b0a97ba cleanup: OpenGL comment
Removed reference to GL 1.x since we no longer support that. ES is
likely in our future though!
2016-01-07 16:32:35 -05:00
700c40e2f9 OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D1688
2015-12-26 22:15:23 +01:00
93c75bf992 Fix T47051: cycles viewport textured shadeless draw bug. 2015-12-23 20:38:58 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
b25e4b310f OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it. 2015-12-08 18:58:52 +01:00
6006173f4a OpenGL: use sized texture internal formats
Maybe this is pedantic but I read it’s best to explicitly set the
desired component size.

Also append “_ARB” to float texture formats since those need an
extension in GL 2.1.
2015-12-08 01:19:55 -05:00
4aab21f9be OpenGL: rename simple shader to basic shader. 2015-12-06 19:35:15 +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
9821fe6dc2 OpenGL: move two sided lighting check into GPU material code.
Differential Revision: https://developer.blender.org/D1645
2015-12-06 19:35:15 +01:00
8e1c63b396 OpenGL: assume GL_TEXTURE_ENV_MODE GL_MODULATE is the default state. 2015-11-28 15:35:34 +01:00
e1b8a5dc6f OpenGL: set OpenGL lights through simple shader API. 2015-11-28 15:35:34 +01:00