This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
Use the new GPU_SHADER_2D_NODELINK and GPU_SHADER_2D_NODELINK_INST to
accelerate nodelink drawing.
This commit does not include the batching functionnality. So this should
not make a lot of difference.
There is no need to break assumptions of what's being modified
by this call and what's restored. The changes in this function
simply spread crappyness outside of the UI block.
There are two major things in this commit.
First one is to have proper stack for projection matrices. This is
something what OpenGL specification grants to have at least 2 elements
for and what is required to have for proper editor drawing without
refactoring the way how we restore projection matrix.
Supporting this stack have following advantages:
- Our GPU stack is closer to OpenGL specs, making it easier to follow
by other developers who are always familiar with OpenGL.
- Makes it easier to port all editors to a new API.
- Should help us getting rid of extra matrix push/pop added in
various commits to 2.8 branch.
The new API follows the following convention:
- gpuPushMatrix/gpuPopMatrix ALWAYS deals with model view matrix
and nothing more.
While this name does not fully indicate that it's only model view
matrix operator, it matches behavior of other matrix operations
such as transform which also doesn't indicate what matrix type
they are operating on.
- Projection matrix has dedicated calls for push/pop which are
gpuPushProjectionMatrix/gpuPopProjectionMatrix.
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM
which was returning rubbish value.
Now we use imm API and create vertex format prior to immBindProgram.
This made us required to have some sort of state passed from setup
function to actual drawing.
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.
- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
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_ ... )
Fixed a few issues
- wrong transform matrices
- assert on node with no sockets
- color of collapsed nodes, some title areas
Also includes minor cleanup.
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Note: This makes the jittering to not work :/
@merwin, would you know how to use gpuMatrixBegin2D for this case? I
think it must be the reason behind the lack of jittering. But I couldn't
get it to work (the 2D shader is asking for a 3D Matrix).
Part of T49043
There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
all is in the title too..
Reviewers: merwin
Reviewed By: merwin
Subscribers: Blendify, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2337
all is in the title.
Reviewers: merwin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2336
1 or 2 draw calls per node instead of 1 per socket (inputs + outputs).
Rearranged draw order so we set uniforms less frequently.
Some style & dead code cleanup.
Part of T49043
I use your new point shader to draw the node's soket
Reviewers: Severin, merwin
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2286
I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274