Commit Graph

9 Commits

Author SHA1 Message Date
07b2508305 Fix high quality depth of field on the Mac.
Quite a few things wrong here:

* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
2015-03-20 15:26:13 +01:00
3e9947c4d4 Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

 http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
2015-03-19 15:18:14 +01:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
621bf47e91 Docs: doxygen file descriptions for BLF, GPU and WM 2014-01-19 23:15:25 +11:00
359edc27d3 style cleanup 2013-05-11 01:06:01 +00:00
9379dcb507 code cleanup: unused defines, shadowing and unintended enum-as-variable. 2013-03-22 14:31:03 +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