glBindAttribLocation does not take effect until the program is
re-linked. In other words I was doing it wrong!
New code gets attrib locations from program, then remembers the attrib
-> location mapping for subsequent draw calls.
The program and VertexFormat are not modified (makes threading and reuse
easier).
There are older ways to give OpenGL hints about buffer invalidation, but
glInvalidateBufferData does exactly what we want. Use this function when
OpenGL 4.3 is available (Windows and proprietary Linux drivers).
Part of Gawain immediate mode.
When running blender --debug-gpu
Display which debug facilities are available. One of these, in order of preference:
- OpenGL 4.3
- KHR_debug
- ARB_debug_output
- AMD_debug_output
All messages are logged now, not just errors. Will probably turn some of these off later.
GL_DEBUG_OUTPUT_SYNCHRONOUS lets us break on errors and backtrace to the exact trouble spot.
Callers of GPU_string_marker no longer pass in a message length, just the message itself (null terminated).
Apple provides no GL debug logging features.
Old code had a mix of framebuffer error codes from OpenGL ES, EXT_framebuffer_object, and desktop GL. We use desktop GL (or ARB_framebuffer_object which acts just like GL 3.x) so I made it compatible with that.
Changed messages to the actual GL_FRAMEBUFFER_XXX symbols. These are less friendly and more accurate. Can easily look up what an error means, unfiltered by what a Blender dev thinks it means.
Kept ES error codes around in case we support that one day. Just flip the #if or use a compile-time option.
Replace legacy OpenGL with Gawain. Use shaders instead of fixed
function pipeline.
This simple UI element is shown at startup so is easy to verify things
are working. It also serves as a good example for people converting
other parts of the code.
Part of T49043
Use simple alternating colored lines instead of stippled overdraw.
Reimplement circ function to not use deprecated GLU (T49042). It also
leaves matrix stack untouched.
Remove unused circf function.
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.
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.
glMapBufferRange is a wonderful function that doesn’t exist on GL < 3.0.
Use the APPLE_flush_buffer_range extension on Mac. It offers several of
glMapBufferRange’s benefits.
Use older “black arts” method to orphan VBOs when we are done with
them. In modern OpenGL this behavior is more obvious.
Add APPLE_flush_buffer_range to Mac requirements. Every GPU is
supported. T49012
Apple invented VAOs and exposes them via an extension in legacy GL.
Other platforms use at least GL 3.0 which has VAOs built in.
QUADS were removed from core profile but are useful for immediate-mode
drawing. We’ll have to implement our own QUAD drawing before switching
to core profile.
Immediate mode no longer leaves its internals bound after use. Part of
transition from a simple prototype app to non-simple Blender, which has
lots of other parts using OpenGL.
More ways to send values via immAttrib:
2D float vectors
3 & 4 component ubytes (for colors mostly)
New immVertex functions that act more like familiar glVertex. We’ll
find a balance between making this API convenient and keeping it small.
2f and 3f are enough for now.
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
There were two issues here. One is that the fix done originally for this
bug only checks for colliding with the same face as the single preceeding
hit. If the particle hits an edge or vertex of the collider, it in fact
hits two or more faces, so the loop ends up cycling between first two
of them and reaches the max collision limit.
The fix is to disable the collider for the sim step once a permeability
roll succeeds, by adding it to a skip list. Skipping just one face causes
some particles to bounce at odd angles in case of partial permeability.
The second problem was that the collider bounced back a small percentage
of particles, and the cause seemed to be that the code was set to flip
the velocity if the particle was just past the collider but still within
collision distance. Inverting both values causes a half permeable collider
to stop particles, so it seems that this if branch shouldn't bounce at all.
Test file: {F327322}
Reviewers: lukastoenne, brecht
Reviewed By: brecht
Subscribers: brecht, #physics
Maniphest Tasks: T26658
Differential Revision: https://developer.blender.org/D2120
Adds a descriptor for attributes that can easily be passed around and extended
to contain more data. Will be used for attributes on subdivision meshes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2110
* "Flip direction" -> "Flip Direction"
* "Show drawing direction" -> "Show Directions"
* "Grease Pencil Curves" -> "Brush Curves"
(I was considering "Brush Response Curves" instead, but that seemed like too much
of a mouthful)
* "X" for removing a palette. The UI there was more similar to a standard datablock
selector, so it should use the "+X" combo instead of "+-" combo for consistency.
(Note though, presets tend to use "+-" instead - e.g. see the Render Settings)
Previously, it would insert "invisible" points after the endpoints of the strokes,
so that they wouldn't appear to be joined, but that behaviour could also get quite
confusing as you wouldn't be sure whether the strokes were really joined or not.
To keep the previous behaviour, simply enable the "Leave Gaps" option on the operator
after running it. This setting will get saved between runs of the operator.
Group membership testing for including/excluding feature lines was not
accounting for object names possibly further qualified by library file
paths.
Also fixed a few potential (but unlikely) references of uninitialized
variables.
A big thank to Bastien Montagne for the insight on the cause of the
problem and how to fix it.
There were actually two issues, one in recent changes and one existing... forever?
I) id_make_local() would never proceed over indirectly linked data, which is required in specific 'append' context.
II) BKE_image_copy() was not setting id->newid pointer of newly copied ID.
About II: don't really know why image copy does its own cooking instead of using generaic ID copy helpers.
Think this should be changed, but that would be after 2.78 now.
Drawing both text and the wave onto a sound strip makes both hard to read,
which is a concrete issue for Hjalti at the moment. This was the simplest
fix I could think of to give him control over what he sees.
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
Mac’s OpenGL version is furthest away from our target of GL 3.2. This
commit brings Mac closer to other platforms, so that our shaders and
other code don’t diverge too much during development.
According to Apple’s OpenGL matrix these useful extensions are
available on all GPUs that will be able to run Blender 2.8.
Only checked in debug builds; we might need something more forceful.
Part of T49012