Commit Graph

701 Commits

Author SHA1 Message Date
312d3edee5 Hidden PBVH nodes:
Set hidden when rebuilding the PBVH tree if all primitives are hidden.
2014-05-05 22:24:13 +03:00
9a1c47de44 Attempt to solve T39950,
Avoid filling up buffers when total buffer triangles are zero.

Better still would be to tag a node as hidden when doing recreation of
the PBVH tree by checking for any visible elements. Original bug report
probably has to do with OpenGL doing something funky but hidden nodes
should be tagged as hidden to completely avoid iterating for painting.
This is to be done in a later commit.

Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to
GPU_build_mesh_pbvh_buffers.
2014-05-05 21:13:27 +03:00
d2a3260763 Add PBVH debug display, where we can see the PBVH node bounding boxes.
To enable enter debug value 14.
Leaf nodes are green while container nodes are red.
2014-04-30 23:43:19 +03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
1dcf956849 Fix for wrong behavior of 'darken' blend mode with factor.
The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D489
2014-04-29 14:03:09 +02:00
1973b17fce View3D: Tweak GLSL preview, use only lamps enabled in active render layer and material light group.
This change makes lighting in GLSL preview more accurate, though it still
doesn't support material's "Exclusive" option.

Technical note: Changes in view3d_draw.c are not essential, these avoid
preparing unused shadow buffers.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D457
2014-04-28 01:20:36 +09:00
b6e967be63 Code cleanup: const args and arrays 2014-04-27 08:56:54 +10:00
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
87628cc5fb Fix GLSL after 7765b73f6d (Transparent Depth). 2014-04-21 16:32:08 +02:00
1b9db9911d Code cleanup: use bools
also rename BLI_omp_thread_count -> BLI_system_thread_count_omp
2014-04-17 16:04:28 +10:00
5d189069a4 Fix regression, sculpting on mesh with matcaps (without multires/ 2014-04-15 20:12:51 +03:00
41b8f88732 Split Normals I (3/5): Add 3Dview shading support of split normals.
Mostly monkey coding in gpu ("modern" VBO drawing) and DM variants ("legacy" drawing) code...

Reviewers: brecht

Reviewed By: brecht

CC: campbellbarton

Differential Revision: https://developer.blender.org/D367
2014-04-13 12:34:45 +02:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
52af5fa31f Change GPU deletion at GPU buffer update time. This should be detected
and done at PBVH update time, since it is possible to have no triangles
to display in a buffer if node is hidden.
2014-04-11 03:16:16 +03:00
7cdaf56b30 Dyntopo: use hidden face flags in more places 2014-04-11 07:51:14 +10:00
6292b60a3f Dyntopo: Minor display optimization.
While hiding, flush the hidden flags to the faces. This avoids iterating
through all the loops while updating the GPU buffers.
2014-04-10 22:31:39 +03:00
a068dda5f3 Code cleanup: ifdef unused linklist for GPU drawobject's 2014-04-09 15:42:18 +10:00
9de24c82ba View3D: disable LOD when game engine is disabled or ifdef'd 2014-04-09 11:52:34 +10:00
d8c4763fb0 More stack cleanup on GPU_buffers 2014-04-09 04:42:26 +03:00
b5d3f183b0 Add material storage to derivedmesh.
The variables are considered invalid unless DM_update_materials is
called prior to use. Only use case currently is
mesh drawing. This helps with excessive allocation on the stack during
GPUObject creation, but may help elsewhere in the future as well.
2014-04-09 04:03:44 +03:00
2496636a65 GPU: replace callocs with malloc since reallocs aren't cleared 2014-04-09 09:31:20 +10:00
ebaf3781fa Dyntopo: replace GHash with GSet, saves some memory 2014-04-08 14:45:48 +10:00
cced07661a Matcaps.
Instead of setting color every time, just set it on material enable.
Handles all cases of surfaces. Thanks to Campbell for pointing out!
2014-04-08 01:25:49 +03:00
c6d85407d4 Forgotten to add this on last commit. This would cause dyntopo to always
refresh all its nodes if show diffuse was on.
2014-04-03 04:03:46 +03:00
03bd418d16 Fix T39517,
Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.

There are a couple of caveats here:

Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.

Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.

Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.

Also make zero mask color duller again after artist feedback.
2014-04-03 00:39:42 +03:00
8c730b1059 Fix T39520, show diffuse not working in dyntopo.
Was marked as a todo in the code.

This does not yet take care of correct display for multi material
meshes, since it would need correct separation of faces during pbvh
creation. Instead we just take material of first face in node and assume
that the rest faces have the same. This will create some funky effects
if one attempts to sculpt in this way.

Note: This does not yet address T39517
2014-04-02 18:56:19 +03:00
965e5039f5 Refactor to recent matcap built-ins to not use the built in system.
Those variables would get declared on fragment shader level and since we
use reserved opengl variables, some compilers would throw an error
(NVIDIA allows, some ATI compilers may break). Instead, use a separate
opengl built-in category especially for them. This works on NVIDIA, and
will wait for tests of this commit from ATI users.
2014-04-02 15:08:04 +03:00
e60b18d51d Dyntopo: Delete OpenGL buffers of nodes that do not have any more
triangles.

It is possible to end up with such nodes using brushes in aggressive
collapse mode. Those nodes should normally be cleaned up, since they can
never be actually reused (adding more geometry to a node requires the
node having some geometry to begin with) but until we support dynamic
nodes, better delete those to avoid binding graphics driver resources.

If such zero elements buffers were used, GL error out of memory would be
reported.
2014-04-02 01:41:14 +03:00
bfe29e0ef7 Revert 7955cb78d it causes GPU_pbvh_buffers_diffuse_changed to always
return false, causing update of all pbvh nodes all the time.
2014-04-01 20:17:23 +03:00
3ed49a810d Make matcaps suck less
This commit does various changes for matcaps:

One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.

The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.

Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.

Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D435
2014-04-01 19:27:13 +03:00
7955cb78d6 Fix for "Show Diffuse Color" was having affect on mesh without mask
Only happened with VBOs enabled.
2014-04-01 14:00:15 +06:00
9904127e33 Code cleanup: use bool instead of int 2014-04-01 13:55:25 +06:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
6bba006bf2 Cleanup: Minor spelling fixes: 2014-03-29 11:56:32 +02:00
6a1b7facf9 GPU_pbvh_buffers: Use triangles to render multires.
A question here might be: why?

The answer is that GPUs will convert this to triangles so we are wasting
memory during conversion of the element buffer to a triangle buffer
anyway.

The second reason is that some modern GPUs are slower rendering GL_QUADS

The third reason is that due to element caching, this should not in
theory be slower (cached elements do not get recalculated on the GPU).
2014-03-29 11:40:53 +02:00
9630fa7c7e Fix T38973: GLSL error, when using Cycles Light Path node. 2014-03-06 09:06:20 +01:00
88f1c283a7 Tweak to T38766 fix: cycles now support setting viewport alpha for a material. 2014-02-24 19:53:14 +01:00
7ef1ed15f1 Fix T38766: blender material transparency setting not taken into account for viewport. 2014-02-24 15:44:22 +01:00
a3f4736a4d Fix T38766: cycles viewport incorrectly taking blender internal alpha into account. 2014-02-24 15:35:26 +01:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
a252e27fec Fix T38633: glsl not working well with mixed cycles/blender material nodes. 2014-02-14 15:11:58 +01:00
1f5029b184 Fix T38503: crash in non-threadsafe VBO free code during render. 2014-02-07 13:33:15 +01:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
6c1c6f22ce Removed the omat matrix from DupliObject.
This was storing the original object matrix, which builds on the
assumption that obmat is modified during dupli construction, which is a
bad hack.

Now the obmats are still modified, but this only happens outside of the
dupli system itself and the original ("omat") is stored as local
variables in the same place where the obmat manipulation takes place.
This is easier to follow and avoids hidden hacks as much as possible.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D254
2014-01-23 10:20:42 +01:00
c02c2dfdd9 BGE Bitmap Text: add in check if the character is outside the range 2014-01-23 13:37:09 +11:00
2f46ed5564 Fix T38325: Game Engine Bitmap fonts failed for characters >128 2014-01-23 13:29:49 +11:00
621bf47e91 Docs: doxygen file descriptions for BLF, GPU and WM 2014-01-19 23:15:25 +11:00
09ce3c18ee Blender Internal: Tweak GLSL preview of the spot lamp to use shadow buffer also for ray shadows, to solve inconsistency with the sun lamp. 2014-01-18 02:23:44 +09:00
6489c1f94d Blender Internal: Correct GLSL preview, material using shader nodes didn't consider "Transparency" is a shader pipeline option. 2014-01-17 16:32:45 +09:00
6e8321f2c0 Fix GLSL compatible_pow to give 1.0 for 0 ^ 0 2014-01-14 22:58:07 +04:00