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
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
That was a nice and funny hunt, albeit rather time consumming!
To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).
There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.
2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.
Told ya baby, globals are *PURE EVIL*!
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
The title says it all actually.
Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.
TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.
Reviewers: mont29, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D2022
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.
The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade.
For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture.
There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular).
But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions.
Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls.
At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings.
Don't forget to set USE_GLSL to true for testing.
Alexander Romanov (Blend4Web Team)
Reviewers: merwin, brecht
Reviewed By: merwin, brecht
Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1880
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
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
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.
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
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
Wireframe drawing doesn’t use the following GL state, so don’t update
these:
- ShadeModel
- NormalPointer
- ColorPointer
Normal & color data are still uploaded as part of the interleaved VBO,
but those attributes are disabled for wireframe.
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.
Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1
Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1690
I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).