Commit Graph

365 Commits

Author SHA1 Message Date
0918461d61 Move from MTFace to MTexPoly w/ texture checks
Part of moving away from MFace.
2015-07-14 22:36:00 +10:00
e142ae77ca Imbuf types refactor.
ImBuf types were getting stored as bitflags in a 32bit integer which had
    already run out of space. Solved the problem by separating file type to
    an ftype enum, and file specific options to foptions.

    Reviewed by Campbell, thanks a lot!
2015-07-13 13:58:17 +02:00
749f346ce0 BGE: Add alpha to coverage render mode.
This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material.
The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render.

4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464
4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463

Reviewers: moguri, kupoman, campbellbarton, psy-fi

Reviewed By: psy-fi

Subscribers: lordloki, rdb

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1354
2015-07-03 19:03:29 +02:00
84db9fdf4d Fix T44464: Viewport mipmaps no longer toggle off 2015-04-28 01:18:50 +10:00
8d8d1939fa Cleanup: use bool for mipmap args 2015-04-28 01:18:50 +10:00
b82d571c85 Cleanup: style 2015-04-21 15:53:32 +10:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
38321faa8d cleanup: use spaces for alignment
while studying GPU lib
2015-03-23 15:40:44 -04:00
6d03e94491 Get rid of gluBuild2DMipmaps on gpu_draw.c (use our own imbuf scaling
functions instead)
2015-03-16 15:45:34 +01:00
15957a9e4d Get rid of gluScaleImage in our game engine as well. 2015-02-27 14:47:39 +01:00
9626f4fdf5 GPU module: get rid of gluscaleimage - game engine also uses that but
commit to remove from there will be done separately due to issues with
linking.
2015-02-23 16:33:18 +01:00
fed61d50c7 Debug GPU functionality from soc-viewport_fx by Jason Wilkins
patch number D706 with changes:

- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.

Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.

- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.

- Did not port changes needed for GLES to regular glew.h

- Got rid of duplicate or very similar new functionality.

Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.

It also provides a nice substitute function for glu error descriptions
2015-02-23 13:35:57 +01:00
750506be97 Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346
2015-02-02 14:26:05 +01:00
f90891d87e Add PIL_check_seconds_timer_i to avoid casting
note, win32 casts still casts from double.
2015-02-01 02:00:08 +11:00
3414d01411 Use float format for high bit depth textures if available - storage
requirements are the same but we may avoid some clipping of float values
for HDRs when used in shaders.
2015-01-05 11:23:54 +01:00
4ee53074aa Dim down default (no) material for cycles so it matches default material
in blender internal
2014-12-01 16:21:02 +01:00
9124ecb16b Cycles: support for specular color in solid shading mode, available in
the material panel.

Patch by Phillipp Oeser (D62) with some minor modifications, thanks!
2014-11-21 14:07:38 +01:00
0a738280e1 Cleanup 2014-10-11 11:44:28 +02:00
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
ba345bcbb6 Fix T41414, T41386.
There were a few issues to fix here:

* We did not really unpremultiply float image dabs prior to sending them
to the GPU. That made float and byte image result different in texture
painting and undoing could change the result.
* To make textures nicely composited over the mesh, I used decal mode in
OpenGL texture environment for the texture unit. This uses the texture's
alpha channel with a nice over operator.
* Texture creation used to override the alpha setting due to the display
restrictions. Not so anymore, people can now create transparent byte
images.

Also, made alpha zero default for new textures now, since it has such a
nice effect here.
2014-08-12 13:49:45 +02:00
6e8e94d806 Fix undo in texture painting not refreshing float images in viewport if
16 bit float textures was off
2014-08-12 12:03:27 +02:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
54e054cce4 Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate
preview but can cause problems in some cases:

https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1

GLSL lamps now ignore layer visibility if lock_camera_and_layers is
OFF or game engine is running. The material lamp group still works
unconditionally though.
2014-05-30 08:22:44 +09:00
29dc8259a8 Mistake naming in recent commit 2014-05-22 17:40:35 +10:00
049b6cfa6d Fix for image garbage collection failing to run for render-only views
Check for freeing old images was running per-object, move this to viewport drawing.
2014-05-22 11:58:07 +10:00
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
9de24c82ba View3D: disable LOD when game engine is disabled or ifdef'd 2014-04-09 11:52:34 +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
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
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
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
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
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
c48c62a831 Code Cleanup: replace checks for ima->source with BKE_image_is_animated 2014-01-14 04:59:58 +11:00
aad731d51c Code cleanup: remove BKE_object_where_is_calc_simul function.
It doesn't make any sense anymore with the current depsgraph and probably was
not useful for a long time, just a leftover from the pre 2.04 game engine.
2014-01-09 00:17:18 +01:00
0dabf824fb Fix T38045: Clone stamp crashes
Issue seems to be caused by thread-unsafe IMB_freeImBuf.
Now use generic BKE_image_release_ibuf to de-reference
image buffer which was acquired from image datablock.
2014-01-03 23:00:53 +06:00
e9e08a1d12 Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: http://developer.blender.org/D109
2013-12-17 17:03:27 -08:00
ce893552c3 Image cache rewrite to using generic movie cache
Summary:
Behaves very much the same as cache for Movie Clip datablock:

- Image now have `MovieCache *cache` field which replaced
  legacy `ListBase ibufs`.

  This allows image datablock to easily keep of image
  buffers which are owned by itself. This field isn't
  saved to the file and getting restored on undo steps.

  However, cache limit is global for movies, sequences
  and image datablocks now. So overall cached image buffers
  size will not go above cache limit size in user
  preferences.

- Image buffers which are marked as BITMAPDIRTY will never
  be freed from the cache.

- Added utility function to iterate over image buffers
  saved in movie cache.

- Movie cache cleanup check callback now have ImBuf argument
  which can be used in a condition of cleanup.

- Added some utility functions which replaces legacy ibufs
  iterations with image cache iteration which happens from
  inside a lock.

- Fixed `image_mem_size()` which was only counting one of
  the buffers if both float and byte buffer present.

Additional notes:

- `BKE_image_get_first_ibuf()` is rather stupid, but direct
  access to ibufs->first was also the same stupid idea.

  Would consider avoid this function is another project.

- There are some places which doesn't look threadsafe, but
  they already were not so much threadsafe anyway before.

  So think not a big deal with solving this later.

Finally solves infinite memory usage by image sequences! :)

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: sebastian_k

Differential Revision: http://developer.blender.org/D95
2013-12-13 16:30:00 +06:00
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
fd7bffa3c5 replace calls to BLI_linklist_append with BLI_linklist_prepend where order us unimportant, since append steps over the whole list each time. 2013-08-16 13:06:40 +00:00
3fbd8abcfd OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
2013-08-09 19:55:43 +00:00
b3ceab896a add some missing members to opengl debug print, also use a macro to avoid passing each arg twice. 2013-06-30 23:50:17 +00:00
c9add22b5e opengl debug info, make GPU_state_print() only show values in arrays that are set. (was print 32 values every time) 2013-06-30 23:30:21 +00:00
8245bdca2b quiet double promotion warning and some style cleanup 2013-06-25 20:52:33 +00:00