Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
See gpu_shader.c for the main changes.
EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.
Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Objects that were using the same lamp data were having the same display matrices.
This is fixed by allowing engine to store a memory block inside the object itself.
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.
We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.
Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.
However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.
This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.
Patch by Sergey Sharybin and Dalai Felinto
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.
This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.
The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.
Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.
Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)
Differential Revision: https://developer.blender.org/D2563
Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c.
This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left.
glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon.
Part of T49450
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
GPU_viewport_bind & unbind should be called as pairs. A recent commit -- 3b91989a09 -- called unbind only for some code paths, overflowing OpenGL's matrix & attrib stacks.
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others.
Also separated draw_mode_pass.c into the mode engines.
This should give the overall direction to whom wants to finish it.
- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c