Commit Graph

461 Commits

Author SHA1 Message Date
c8975c4375 style cleanup 2012-10-30 12:18:45 +00:00
b4e484e211 Fix for own r51737.
Refactoring of draw code showed another problem: The MCol we want to draw may change without dm rebuild (e.g. when enabling solid textured option)! Also, choosing which MCol layer to use in GPU code is stupid, different draw modes use different layers/order of precedence!

Solved this by adding a new colType parameter to GPU_color_setup, and removing any 'color choosing' code from gpu_buffers.c.
2012-10-30 11:00:06 +00:00
f139377a1a Complete fix for [#33002] Wrong vertex color.
Appart from the color glitch, there was several problems with vpaint:
* "fast_update" mode was never on, because of wrong testing code;
* drawing refresh during stroke in "fast_update" (i.e. no dm rebuild) mode was broken in VBO mode, because updated (tess data) mcol wasn't moved to colors GPUBuffer.

Solved the later point by adding a new DM_DIRTY_MCOL_UPDATE_DRAW flag to DerivedMesh dirty var, which is set each time vpaint stroke directly update me->mcol, and forces GPU_color_setup() to refresh the gpu's colors buffer.

Also got rid of the uggly GPU_color3_upload(), which basically did the same thing, but with an additional intermediate buffer !
2012-10-29 16:26:18 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
aab78de27c Better fix for #32837: DDS compressed textures now no longer need to be flipped
when saving, rather we flip the compressed texture during load. The code used
here comes from the chromium O3D project:
http://src.chromium.org/chrome/trunk/o3d/core/cross/bitmap_dds.cc

Also made it only load compressed for power-of-two resolution images, it doesn't
seem to work for other resolutions, just falls back to non-compressed then.
2012-10-25 12:54:16 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
2b9e70c81e Fix #32943: sculpt mode draw crash with VBO and flat shaded, hidden faces. 2012-10-23 11:07:05 +00:00
6e62491c5a Fix #32522: Object's diffuse color not showing in Sculpt Mode
Added option to display object's diffuse color multiplied by sculpting
mask. This option could be found in Options panel of toolshelf when in
sculpting mode.

Thanks to Nicholas and Brecht for reviewing the patch!
2012-10-22 17:33:53 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
3a52a876b6 Fix for drawing meshes with VBOs disabled in sculpt mode
* This is another fix for r51118. Was drawing flat-shaded GPU buffers
  with VBOs even when VBOs were disabled in the preferences.
2012-10-20 00:45:44 +00:00
5ad61e9642 Fix for VBO drawing in multires sculpting
Was a mistake in a code cleanup commit, r51118.

Fixes bug [#32919] Sculting performance regression in svn_51118
projects.blender.org/tracker/?func=detail&aid=32919&group_id=9&atid=498
2012-10-19 02:38:50 +00:00
8e01b8959e style cleanup 2012-10-14 13:08:19 +00:00
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
0c0fa7dde6 Improve flat-shaded VBO drawing for sculpt meshes
Separate vertex copies are now made for flat-shading, such that the
normal is correctly flat-shaded. The element index buffer is not
created in this case.
2012-10-06 16:52:52 +00:00
1df170bb96 Code cleanups for PBVH GPU buffers
* De-duplicate GPU code to check if VBO should be used.

* Add a flag to indicate if the buffer should be drawn smooth or not,
  rather than checking each time the node is drawn.
2012-10-06 16:42:11 +00:00
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
1d7bf727ff Fix #32695: Can't disable color management for 3D view
Made it so viewport will disable color management if display device set to None.

This solves couple of regressions, mainly related on old BGE files and made
None display behave exactly as old color management disabled.
2012-10-01 11:14:02 +00:00
323ad98496 Fix: gpu_colors_enable could cause 3d display corruption because it always enables glColorMaterial. Make sure to call gpu_colors_disable even if we don't have a mask layer, to match gpu_colors_enable above 2012-10-01 07:53:54 +00:00
df298490b8 mask data is no longer automatically added when sculpting (except when there is a multi-res modifier). 2012-10-01 05:19:57 +00:00
168ffbfb67 Revert changes made to support diffuse color when sculpting
This changes are not stable enough and trying fix it could backfire in some
other regressions which isn't wanted so much close to the release.

This means objects will have gray color as diffuse which becomes darker in
masked areas for 2.64.

Proper fix is aimed for 2.65.

This commit reverts 50827 and 50898.
2012-09-30 15:04:46 +00:00
b2167e771a Fix #32663: Sculpt masks are too dark
Scaled mask multiplier to 0.25..1.0 instead of 0.0..1.0.
2012-09-26 07:55:52 +00:00
2637efa2a3 Fix #32522: Object's diffuse color not showing in Sculpt Mode
It was missing since sculpting mask implementation.

Now object's color would be multiplied by sculpt mask value.

For VBOs it's done by storing final color in VertexBufferFormat and
mimic behavior of setMaterial callback for getting current diffuse
color.

For non-VBOs diffuse color is getting from current OpenGL context.
2012-09-23 14:16:52 +00:00
fbe13ab84a style cleanup 2012-09-20 12:29:28 +00:00
602691fdfc Fix #31539, painting in image editor while in object mode does not update mipmaps.
While we could disable/enable mipmaps on stroke begin/end, it is a bit hacky (but worthy of consideration for later) for my taste just to paint in the image editor. Instead we generate mipmaps on the fly. Since we can update texture levels below the first only with GPU mipmapping, partial update when painting in the image editor will actually work only with GPU mipmapping from now on (which is fast enough I hope not to get any lags!).
2012-09-18 15:58:07 +00:00
86a72ae064 fix for node socket text buttons not scaling with DPI, also quiet -Wundef warning WITH_DDS. 2012-09-16 23:24:26 +00:00
a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.

This introduces two configurable color spaces:

- Input color space for images and movie clips. This space is used to convert
  images/movies from color space in which file is saved to Blender's linear
  space (for float images, byte images are not internally converted, only input
  space is stored for such images and used later).

  This setting could be found in image/clip data block settings.

- Display color space which defines space in which particular display is working.

  This settings could be found in scene's Color Management panel.

When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.

This conversions are:

- View, which defines tone curve applying before display transformation.
  These are different ways to view the image on the same display device.
  For example it could be used to emulate film view on sRGB display.

- Exposure affects on image exposure before tone map is applied.

- Gamma is post-display gamma correction, could be used to match particular
  display gamma.

- RGB curves are user-defined curves which are applying before display
  transformation, could be used for different purposes.

All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.

This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).

Some technical notes:

- Image buffer's float buffer is now always in linear space, even if it was
  created from 16bit byte images.

- Space of byte buffer is stored in image buffer's rect_colorspace property.

- Profile of image buffer was removed since it's not longer meaningful.

- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
  to support other spaces, but it's quite large project which isn't so
  much important.

- Legacy Color Management option disabled is emulated by using None display.
  It could have some regressions, but there's no clear way to avoid them.

- If OpenColorIO is disabled on build time, it should make blender behaving
  in the same way as previous release with color management enabled.

More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management

--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
fed6b2bcb7 code cleanup: remove paranoid/invalid NULL checks and also reduce some unneeded size_t -> int conversions. 2012-09-15 07:31:17 +00:00
c810e417bd Fix #32513: incorrect color management in Material draw mode for Cycles. 2012-09-09 11:04:49 +00:00
1f64aecb30 Fix for usage of un-initialized memory.
Checked by Brecht when were in Blender Institute.

Discovered when was looking into #32296: Node Texture - Node Material - GLSL Viewport rendering issue
2012-09-03 13:17:21 +00:00
b25ca62f20 Fix #32404: GLSL normal maps using float images were incorrectly getting
color managed.
2012-08-30 17:42:04 +00:00
8bd7c3fba2 change curve evaluation functions never to modify curve data (ensures thread safety), now initializations has to be done outside evaluation. 2012-08-21 14:43:51 +00:00
a6d1b955ab Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings. 2012-08-18 03:32:28 +00:00
9ff4fa6671 style cleanup 2012-08-04 12:30:16 +00:00
6d8fb7c0e7 Tweak to commit related to non-power-of-two textures, some cards claim to
support this but actually don't, so use the function that checks for that.
2012-07-31 15:05:14 +00:00
7755873771 Fix for [#27484] "Run-time command line options don't work in Multi-texture mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking. 2012-07-29 05:59:03 +00:00
9c4380383c Fix #32138: material trancpareny setting 2012-07-26 08:57:41 +00:00
37246b3ca1 BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported):
* distance
  * lin_attenuation
  * quad_attenuation
  * spotsize
  * spotblend
2012-07-23 20:24:35 +00:00
32cf7fcdb1 code cleanup: spelling 2012-07-16 23:23:33 +00:00
831ae18622 Scaling non-power-of-two (NPOT) textures to powers of two is really time consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead. 2012-07-10 19:23:57 +00:00
cfb7aee017 style cleanup 2012-07-07 22:51:57 +00:00
4d2a6a8e21 Spellfixes: colour -> color 2012-07-04 12:19:50 +00:00
7ef55c62f3 A little bit of cleanup for the new DXT code:
* Using TRUE/FALSE instead of 1/0
  * Checking to make sure GL_EXT_texture_compression_s3tc is supported
  * Removing some debug error checking
2012-07-01 02:47:34 +00:00
39ca3146ff fix for some build warnings. 2012-06-30 16:56:23 +00:00
5a859c6ba3 GPU_upload_dxt_texture failed to compile if WITH_DDS was not defined 2012-06-30 10:31:25 +00:00
436f02ab9c Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00
a744fed46c style cleanup 2012-06-20 16:43:48 +00:00
f5f25b81e8 style cleanup:
also fix for building ghost test and fix double free in one of the tests
2012-06-17 09:58:26 +00:00
854502d2e3 Add user preference "GPU Mipmap Generation" under the System/OpenGL
subpanel to calculate image mipmapping on the GPU, saving upload and
calculation time. Default is off just in case.
2012-06-11 16:23:10 +00:00
68c365e2f0 Index: source/blender/gpu/intern/gpu_draw.c
===================================================================
--- source/blender/gpu/intern/gpu_draw.c	(revision 47568)
+++ source/blender/gpu/intern/gpu_draw.c	(working copy)
@@ -230,11 +230,12 @@
 	Image *ima, *curima;
 
 	int domipmap, linearmipmap;
+	int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
 
 	int alphablend;
 	float anisotropic;
 	MTFace *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL};
 
 /* Mipmap settings */
 
@@ -256,7 +257,7 @@
 
 static int gpu_get_mipmap(void)
 {
-	return GTS.domipmap;
+	return GTS.domipmap && !GTS.texpaint;
 }
 
 static GLenum gpu_get_mipmap_filter(int mag)
@@ -730,6 +731,8 @@
 	if (!GTS.domipmap)
 		return;
 
+	GTS.texpaint = !mipmap;
+
 	if (mipmap) {
 		for (ima=G.main->image.first; ima; ima=ima->id.next) {
 			if (ima->bindcode) {
2012-06-08 13:06:06 +00:00
0adf252c9b Fix #31593: Every time I switch between edit and object mode, it crashes
Crash was caused by incorrect restoring OpenGL context due to some
weird bit operations used to indicate whether stuff like color arrays
is initialized resulting in some unpredictable results on different
platforms and drivers.
2012-06-05 08:41:53 +00:00