Commit Graph

290 Commits

Author SHA1 Message Date
60ab0b8418 Fix T52298: hidden lamps still compute shadow buffers in viewport. 2017-08-12 13:22:26 +02:00
Dalai Felinto
2a489273d7 Implement Uniformbuffer objects for nodetree parameters
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.

From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.

It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).

This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.

========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).

The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D2739
2017-07-14 17:46:10 +02:00
Dalai Felinto
2325d15d02 Lamps should not have their own gpu material
This was leading to multiple crashes when freeing the lamps or
materials when opening old files.

Follow up on b50839038d.
2017-07-11 11:02:56 +02:00
2eef097831 GPU Codegen: Add new closure socket type.
This allow specialized shaders to redefine the closure interface to fit their needs.

For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
87dd9c31a0 GPU: split GPU_material_from_nodetree in two
Add GPU_material_from_nodetree_find to avoid having to construct other
arguments which won't be used in the case the material is exists.
2017-06-28 10:59:25 +10:00
dbaa6c2aa2 GPU: GPU_generate_pass_new now takes vertex-attrs
Needed so we can tell which custom-data layers to use from the mesh.
2017-06-28 09:37:44 +10:00
62ea911e1a GPUMaterial: Making material node tree compatible with new drawmanager.
- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
2017-05-01 18:11:21 +02:00
e868b459bb Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-05-01 18:11:21 +02:00
Dalai Felinto
c9d78b6c43 Merge remote-tracking branch 'origin/master' into blender2.8 2017-04-18 16:30:13 +02:00
Dalai Felinto
bc6a75b405 Revert "Object Info node support for GLSL mode and the internal render"
This reverts commit 76425feed8.

** Note **
This was supposed to be a merge, but it was rebased.
2017-04-18 16:29:42 +02:00
76425feed8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-18 15:37:22 +02:00
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
af2fc7b637 Merge branch 'master' into 28 2017-04-12 20:23:44 +10:00
4560f0b007 Cleanup: use lowercase gpu prefix for static funcs
This was mostly followed already.
2017-04-12 20:19:55 +10:00
eca256bc32 GPULamp: Separate GPULamp from GPUMaterial
Since we need GPULamps for draw engines, it makes sense to separate them.
2017-04-03 21:52:03 +02:00
Dalai Felinto
bdd3fd64e9 Bring rendering back (update all references to SETLOPPER) 2017-02-15 14:40:56 +01:00
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
d85295534b Merge branch 'master' into blender2.8 2017-02-02 21:50:12 +01:00
Michael Stahre
7f10a889e3 Fix incorrect spot lamp blend in python GPU uniform export.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2378
2017-02-02 04:03:26 +01:00
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
c50ccc8476 Merge branch 'master' into blender2.8 2016-10-02 18:53:01 +02:00
396a6d8a86 UPBGE: Fix crash when calling shade_light texture when mtex has no tex. 2016-09-30 07:41:18 +02:00
7e02d335c0 OpenGL: don't poll for errors, rely on KHR_debug
Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError.

I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros.

Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions.

Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon.

The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
2016-08-19 00:52:52 -04:00
251349c3c2 Merge branch 'master' into blender2.8 2016-07-28 12:00:58 +10:00
5f95ffe350 Fix T48829: Memory leak on Blender Exit
It was possible to have missing outlink but GPUNodes in material.
2016-07-27 10:59:09 +02:00
b1532493c2 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/particle.c
2016-07-25 15:07:17 +02:00
9c63878085 OpenSubdiv: Initial support of UV maps in material shading mode 2016-07-22 16:12:03 +02:00
9186b9ae48 Merge branch 'master' into blender2.8 2016-07-18 19:25:44 +10:00
6771165229 Cleanup: style 2016-07-14 13:37:49 +10:00
cfbd605567 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenkernel/intern/particle_distribute.c
	source/blender/blenkernel/intern/texture.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/transform/transform_snap_object.c
2016-07-12 00:07:44 +02:00
124bfa4d2d Cleanup: spelling, style 2016-07-08 00:48:45 +10:00
1ba90582f5 Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04 18:22:10 +02:00
fe44eacf78 Environment lighting for the GLSL mode
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
2016-07-04 11:01:32 +03:00
a151806698 Merge branch 'master' into blender2.8 2016-06-10 05:17:33 +10:00
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
1e5735ab99 World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:21:55 +02:00
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
11af9e9a5b Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	intern/cycles/blender/blender_particles.cpp
	source/blender/depsgraph/intern/builder/deg_builder_relations.h
	source/blender/depsgraph/intern/depsgraph_build.cc
2016-06-01 14:34:11 +02:00
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
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
Sebastian Ullrich
6bd248cd65 Python API: add material to uniforms from gpu.export_shader.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1457
2016-05-21 16:46:42 +02:00
664f5b8c06 Removed particle DNA. 2016-04-13 13:41:11 +02:00
b0a7e77700 Cleanup: style 2016-03-23 04:47:16 +11:00
da2dfaad1a Mirror influence of environment texture in Blender viewport
This patch implements Mirror influence for environment textures. Approach matches the one from BI.
{F281871}
See the video https://youtu.be/BskgCv6dcIE
Example: {F281876}
Alexander (Blend4Web Team)

Reviewers: campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1786
2016-03-21 14:36:33 +03:00
fb5c6333f9 GPU: avoid redundant logic for non-spot lamps 2016-03-21 16:06:04 +11:00
72bf5d13e6 Fix for non spot lamps calculating spot values
Logical error in D1378, also incorrectly used lamp type as a flag.
2016-03-21 16:02:37 +11:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
d80f8baba5 Support for cubemap reflections in the viewport
D1756 by @youle, uses existing texture mapping option.
2016-02-05 04:30:06 +11:00
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