Commit Graph

1043 Commits

Author SHA1 Message Date
c795d31a1f Simplify scanline threaded processor used by GPU_verify_image
Just avoid some unneeded initialization functions when the threaded
processor is simple enough to only depend on current chunk start
scanline and number of scanlines.
2016-05-05 13:16:56 +02:00
043486e2bc Fix typo in previous commit
Thanks Julian Eisel (Severin) for the heads up!
2016-05-05 11:33:13 +02:00
9aff51661c Optimization for initial display of high res textures in viewport
Multi-thread all the color space conversion operations.

Gives speedup from 0.8 to 0.1 seconds on a model with 4k etxture on it.
2016-05-05 11:28:50 +02:00
ac163447f8 Cleanup: warnings. spelling 2016-04-30 04:10:34 +10:00
2b3657a838 Code cleanup: minor cleanups for GPU_link return values, normal map node. 2016-04-27 00:09:44 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
6bc2ba2111 Fix T48157: 3D view's depth of field isn't displayed correctly with scene units scale.
focus distance is given in BU, no need to scale it at all.
2016-04-15 16:24:19 +02:00
a5dcda8ad3 Fix broken by D1880 line stipple deactivation 2016-04-08 12:20:43 +03:00
d969192fbe Wide lines + line stipple deprecated API replacement
The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade.

For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture.

There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular).
But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions.
Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls.

At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings.

Don't forget to set USE_GLSL to true for testing.

Alexander Romanov (Blend4Web Team)

Reviewers: merwin, brecht

Reviewed By: merwin, brecht

Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1880
2016-04-08 10:58:40 +03:00
d6ae94b988 Cycles: Fix compilation error of Hair BSDF GLSL shader 2016-04-06 15:40:55 +02:00
8cc7460495 Smoke: Don't use min as an uniform name
This is an attempt to fix report T47991.
2016-04-04 11:58:27 +02:00
ee364b6358 Fix T47940: Custom bone shapes, select error w/ Open NVidia drivers
Latest nouveau drivers have a bug here, use occlusion queries.
2016-03-31 00:59:04 +11:00
7bce3dd3ad Fix T47697: Smoke simulation doesn't work in viewport
Seems to be a division by zero error.

Should be safe for an upcoming 'a' release.
2016-03-27 13:21:33 +02:00
fb9315ce2a Cleanup: Silence some compiler warnings 2016-03-27 12:36:49 +02:00
b0a7e77700 Cleanup: style 2016-03-23 04:47:16 +11:00
4acd218c02 GPU compositing:
Minor optimization: Store the uniform interface of shaders instead of
re-querying every frame.
2016-03-21 22:43:03 +01:00
da2dfaad1a Mirror influence of environment texture in Blender viewport
This patch implements Mirror influence for environment textures. Approach matches the one from BI.
{F281871}
See the video https://youtu.be/BskgCv6dcIE
Example: {F281876}
Alexander (Blend4Web Team)

Reviewers: campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1786
2016-03-21 14:36:33 +03:00
fb5c6333f9 GPU: avoid redundant logic for non-spot lamps 2016-03-21 16:06:04 +11:00
72bf5d13e6 Fix for non spot lamps calculating spot values
Logical error in D1378, also incorrectly used lamp type as a flag.
2016-03-21 16:02:37 +11:00
d042962025 Cleanup some warnings 2016-03-15 14:16:16 +05:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
002deb29cb Fix T47670: cycles GLSL incorrect layer weight / fresnel.
World space and view space normals were mixed up, we should only convert from
world to view space if a custom normal is connected, otherwise it is already in
view space.
2016-03-05 14:33:41 +01:00
acebfbb666 Cleanup: unnecessary comma use 2016-03-05 09:12:07 +11:00
47498c4f05 Fix T47635: Texture paint performance regression
Flipped bindcode check in D1414 caused projection paint to always do full updates.
2016-03-02 06:57:26 +11:00
72dd1ba3fe Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.
Patch by Ralf Hölzemer.
2016-02-07 14:45:39 +01:00
d80f8baba5 Support for cubemap reflections in the viewport
D1756 by @youle, uses existing texture mapping option.
2016-02-05 04:30:06 +11:00
49247f0fc4 Fix T47207: Material shading incorrectly handles colorramp node
The issue was introduced by a fix for T44713 which only made GLSL
consistent with Cycles.

Now we do have conditional averaging or proper luma weighting based
on whether we're new old old shading system. Not totally ideal but
should work for until we re-design viewport possibly breaking how
Blender Internal does implicit conversion.
2016-02-02 12:50:56 +01:00
25de685d36 Fix T47288 Vector transform not behaving correctly with camera space and cycles 2016-02-01 18:46:32 +03:00
05dbc470ad Cleanup: warnings & style 2016-01-28 17:23:12 +11:00
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
203d2c5029 Prevent accidental fall-through in switch 2016-01-24 12:21:13 +11:00
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
8e35657beb OpenGL: fewer state changes for wireframe PBVH
Wireframe drawing doesn’t use the following GL state, so don’t update
these:
- ShadeModel
- NormalPointer
- ColorPointer

Normal & color data are still uploaded as part of the interleaved VBO,
but those attributes are disabled for wireframe.
2016-01-21 21:07:17 -05:00
d48c328b72 OpenGL: remove ARB_fragment_program comment
This a list of OpenGL extensions used. Minus one thanks to
kevindietrich’s smoke work!

https://developer.blender.org/D1694
2016-01-17 23:26:37 -05:00
c4c2bd1350 BGE: Allow access to light shadow settings with python
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.

Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1

Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1690
2016-01-17 18:47:14 +01:00
9145c6976c Revert "Fix compile error in gpu_debug (incompatible-pointer-type)."
This reverts commit 75cfc81ec3.
2016-01-17 13:25:47 +11:00
75cfc81ec3 Fix compile error in gpu_debug (incompatible-pointer-type). 2016-01-17 01:58:06 +01:00
2d71d13ea2 OpenGL: fixes related to GL_POINTS
I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.

- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes

New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
2016-01-15 23:51:29 -05:00
82049cbe7e OpenGL Smoke: fix color issue, and clarify meaning of variables in the shader. 2016-01-10 19:05:10 +01:00
0372b64270 OpenGL: port smoke drawing code to GLSL.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.

Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.

Also support for ARB program was removed.

Patch by myself, with some minor fixes by Brecht.

Reviewers: brecht, #opengl_gfx

Differential Revision: https://developer.blender.org/D1694
2016-01-10 07:36:23 +01:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
2c2129eb39 Correct warnings from recent cleanup 2016-01-08 16:43:05 +11:00
2643b57f97 OpenGL: remove obsolete version check
This *should* be the last one in Blender creator. A few still live in
BGE.
2016-01-07 16:44:49 -05:00
0e695f671a cleanup: C99
- tighter scoping
- declare vars closer to where they’re used
- use more bool
2016-01-07 16:32:36 -05:00
f01f74d5dd cleanup: C99
- tighter scoping
- declare vars closer to where they’re used
- minor spacing cleanup
2016-01-07 16:32:35 -05:00
0df1bdc268 OpenGL: fix max texture anisotropy check
Query max supported on init, use that to clamp user-set values.
2016-01-07 16:32:35 -05:00
1aff22b81d OpenGL: use best available mipmap gen function
ARB_framebuffer_object works just like GL 3+ and is the preferred
method.

Fall back to older EXT_framebuffer_object if necessary.
2016-01-07 16:32:35 -05:00
290b0a97ba cleanup: OpenGL comment
Removed reference to GL 1.x since we no longer support that. ES is
likely in our future though!
2016-01-07 16:32:35 -05:00
83e73a2100 Cycles: Refactor how we pass bounce info to light path node.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
2016-01-06 23:43:29 +01:00
5d99cde822 Remove SCons building system
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.

What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.

Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.

This commit includes:

- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
  (this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
  SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
  as well

Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit

Reviewed By: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1680
2016-01-04 14:20:48 +05:00