Commit Graph

585 Commits

Author SHA1 Message Date
77da6b3662 move editmesh functions out editderivedmesh.c into editmesh.c 2013-04-16 05:46:17 +00:00
d2b14ed4f0 BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping(). 2013-04-14 00:40:24 +00:00
2f9b7410dc code cleanup: warnings + style 2013-04-13 00:43:49 +00:00
d0beabb642 Add function to query maximum texture size. Also, make texture upload
functions aware of this limit.
2013-04-12 17:56:07 +00:00
36094af7a3 Fix #34908: compressed DDS files did not display properly when their mipmap levels
did not go down to 1x1 image size, need to set GL_TEXTURE_MAX_LEVEL then.
2013-04-08 15:39:38 +00:00
966e86cd2d Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated. 2013-04-04 03:55:43 +00:00
0aada35e93 Fix #34788, #34744: GLSL error, #version line needs to be at the top of the shader
and this wasn't the case anymore after recent changes.
2013-04-02 16:37:31 +00:00
de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
e8d532f1dd style cleanup 2013-03-31 03:28:46 +00:00
d15d78a33a style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's 2013-03-27 20:27:07 +00:00
2006103a52 OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change. 2013-03-23 03:11:48 +00:00
9379dcb507 code cleanup: unused defines, shadowing and unintended enum-as-variable. 2013-03-22 14:31:03 +00:00
8655be437d code cleanup: use bool where values are true/false, for view3d and related functions. 2013-03-20 23:14:18 +00:00
01e9dae3dc code cleanup 2013-03-18 18:25:05 +00:00
afe9970d48 style cleanup 2013-03-16 14:42:05 +00:00
2d21e6521f Fix: multisample viewport drawing didn't work well with selection or particle
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.

In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
2013-03-15 19:56:33 +00:00
40bfce6616 use bool for knife, also scons tab/space mix. 2013-03-15 19:00:21 +00:00
bcec00dddc Fix #34649: texture size limit user preference not working. 2013-03-15 16:16:11 +00:00
962865d19f fix for 2 errors where the 2d arrays were used as 3d. (out of bounds read).
also minor code cleanup.
2013-03-13 18:10:05 +00:00
5ff0daf1ac Fix #34492: clipping border not working with GLSL/matcap and Nouveau drivers. 2013-03-13 18:00:13 +00:00
ee3d910f8f code cleanup: quiet struct gcc warnings, also use more conventional names for bmesh dissolve. 2013-03-12 08:50:02 +00:00
9fe858264c OpenGL: more work on fixed function lighting implementation as GLSL.
* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
2013-03-10 15:38:23 +00:00
c36f20a7d2 style cleanup 2013-03-08 04:00:06 +00:00
53b7bc8f1f Change !BLI_ghashIterator_isDone to BLI_ghashIterator_notDone. It is
always used in that context so we can at least avoid reverting it twice
:p.
2013-03-06 20:55:04 +00:00
42ca1c8dcd Fix for image transparency backwards compatibility. Now the texture datablock has
a Use Alpha option again. This makes the case where you enabled Premultiply on the
image and disabled Use Alpha on the texture work again.

That's mostly useful when you have a straight alpha image file which has no useful
RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to
use the alpha for the texture stack mixing, but you still want to multiply it into
the RGB channels to avoid a blocky transition into zero alpha regions.

This also removes the version patch that copied image datablocks because it's not
reliable and might be causing bug #34434. This does mean we are no longer backwards
compatible for cases where two different texture datablocks with Use Alpha enabled
and disabled where using the same image.
2013-03-04 13:18:14 +00:00
4643d61ffb OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. The
code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.

The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
2013-02-26 00:49:42 +00:00
525da1f872 Fix wrong alpha channel for OpenGL render results with transparent textures or
materials, the typical glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blend
function does not give correct destination alpha.
2013-02-18 17:39:44 +00:00
6786975f78 Fix #34254: cycles brightness/contrast node was missing for GLSL material view. 2013-02-15 11:46:31 +00:00
7cb62127b3 Fix #34156: Spec. and Alpha Intensity OpenGL issue
Issue was caused by alpha pipeline cleanup: apparently depending on
use_alpha flag different channels for spec/alpha would be used.

Made it so talpha is computed from Image->ignore_alpha instead of
always considering to be TRUTH.

This is not so much trivial to understand what's going on here, but
it's not new issue. Anyway, if someone have got ideas how to improve
feedback here -- ideas are welcome! For now only regression is fixed.
2013-02-07 15:36:59 +00:00
89bda7899d style cleanup & some spelling 2013-02-03 10:28:28 +00:00
5a0e2b58c8 Activate partial redraw of non-power of two textures. This looks like
it's working as expected out of the box. I hope nothing breaks.
2013-01-27 20:26:18 +00:00
c411cde415 header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTree 2013-01-24 21:57:13 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
9a50f45469 Skip hidden faces in PBVH BMesh ray intersection test
Moved the GPU function gpu_bmesh_face_visible() to BKE_paint and
inverted the test to match equivalent tests for other mesh types:
paint_is_bmesh_face_hidden().

Changed BKE_pbvh_bmesh_node_save_orig() to not save hidden faces into
the triangle array.

Modified the non-use-original branch of pbvh_bmesh_node_raycast() to
skip hidden faces.

Fixes bug #33914:
projects.blender.org/tracker/index.php?func=detail&aid=33914&group_id=9&atid=498
2013-01-19 16:10:21 +00:00
5ddc7d64a8 optimize bmesh operations that use triangle BMFace's (dyn-topo and mesh conversion). 2013-01-16 21:09:54 +00:00
4bd3477e29 BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do not work in the viewport nor do they work for Variance shadow maps. 2013-01-12 20:01:58 +00:00
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
d342e3ef0f Use GPU_Buffers to draw wireframe when in dynamic-topology sculpt mode
This adds an override to the CDDM edge drawing function that switches
to GPU_Buffers drawing for PBVHes of type PBVH_BMESH.

Within the GPU_Buffers code, glPolygonMode() is used to draw lines
instead of faces.
2012-12-30 18:30:13 +00:00
d383c32413 Add GPU_buffers support for drawing dynamic topology nodes
The GPU interface for PBVH drawing gets a new pair of build/update
buffers functions for drawing BMFaces and BMVerts.

TODO: the diffuse color is hardcoded to 0.8 gray rather than using
material color.

TODO: only VBO drawing is implemented, no immediate mode.
2012-12-30 18:24:54 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
692aa18b76 Additional fix in glsl shaders: "Darken" was using different formula as render.
"Divide" still differs too for division by zero - cannot find this yet...
2012-12-21 18:10:01 +00:00
eb219852a8 Bug fix #33639
Material Texture blend modes Screen, Overlay and Multiply didn't respect
the alpha for textures... an error I could trace back to 2004 even.

Obviously the fix should be done, but it might change the appearance of
renders somewhat. Will keep an eye open if this is worth ugly 
version-patching.

Now: image textures with alpha, will only apply the blend modes
respecting the alpha values.
2012-12-21 10:15:12 +00:00
b2c66e268f replace MIN/MAX 3,4 with inline functions 2012-12-21 05:07:26 +00:00
b13f4e6999 DDS compressed textures now make use of the anisotropic filtering setting. 2012-12-21 02:49:15 +00:00
e7485d46cd Fix #33630: DDS compressed textures were not actually using mipmaps for minification. 2012-12-20 15:49:59 +00:00
9046c292f8 fix [#33598] Regression in 2.65 while opening a 2.64 file
VBO's were using a material limit half the size of the rest of blender.
2012-12-18 11:17:20 +00:00
899ba3fdb6 style cleanup 2012-12-18 01:46:15 +00:00
ab2c273b12 Added GPL header to sconscripts!
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17 08:01:43 +00:00
468a6aba62 Attempted fix #33546: GPU mipmap generation is not working on some ATI cards,
causing textures to be missing in textured draw mode. There is apparently a bug
in the ATI drivers, committed a workaround for that now.

http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation
2012-12-15 17:15:42 +00:00
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00