Commit Graph

48 Commits

Author SHA1 Message Date
216d78687d GPUShader: GL backend isolation 2020-08-18 21:30:09 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
8c90910dcc Fix T66937: Blank view on navigation with auto-deph & large clip-end 2020-07-19 21:27:13 +10:00
02c09773ea Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offset
And move it to GPU module.
2020-07-18 03:43:51 +02:00
3dde6360ff Fix T65306: UI widgets clipped when scaled up
Normal UI widget and 3D navigation gizmo where clipping at high DPI.
2020-02-04 22:19:28 +11:00
62dba60e49 GPU: add projection matrix function to set only near/far clipping
Useful when UI code needs to extend the clipping range.
2020-02-04 22:19:28 +11:00
03b2371387 Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.

In most cases it's clearer to put the comments above.
2019-08-14 23:32:24 +10:00
2642ba13b4 GPU_matrix: Add GPU_matrix_unproject_precalc
Pre-calculates values needed for unprojecting to avoid
a matrix invert and extracting projection matrix dimensions for
every call to GPU_matrix_unproject.

Use for gizmo selection drawing.
2019-06-22 13:21:30 +10:00
5005210f40 GPU: Add a matrix unproject function that takes an inverted matrix
This is normally already calculated so add a version that takes the
inverted matrix.
2019-05-15 14:16:35 +10:00
c5862e0a06 Cleanup: comments (long lines) in gpu 2019-04-22 06:30:08 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
57ab7daa2a GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
2018-07-15 15:34:13 +02:00
1b79d323d9 Cleanup: move gawain header out of GPU_matrix
Avoids requiring glew headers in Python API.
2017-08-21 01:41:20 +10:00
8037f3602f PyAPI: Add exceptions to stack push/pop
Raise exception when stack limits are reached.
2017-08-20 17:26:51 +10:00
9a262ed47e Cleanup: remove unneeded include
Complicated using GPU_matrix from PyAPI.
2017-08-19 17:16:24 +10:00
b6308d79e5 Cleanup: use 'gwn' prefix for gawain filenames
Looking up names project wide or setting breakpoints wasn't so.
Names like common.h or element.h are also too generic.
2017-08-16 00:25:47 +10:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
Dalai Felinto
3527739002 Remove reference to SUPPORT_LEGACY_MATRIX
Since the change to core profile this is no longer supported.
2017-05-19 14:14:46 +02:00
Dalai Felinto
60fc04fb9b Remove reference to WITH_GL_PROFILE_CORE
There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.

(ghost still has reference for the PROFILE, but that's reasonable)
2017-05-19 14:14:46 +02:00
3f11be3f7d Get rid of glMatrixMode calls
With the explicit calls we don't need to worry about current state
outside of the GPU module now. In fact. we don't need to worry about
current matrix mode in core profile at all.

Legacy OpenGL now has some code which ensures current matrix mode
when using explicit calls to push/pop matrix.
2017-04-19 15:22:58 +02:00
ba4d23fe37 Fix node editor drawing when built with core profile
There are two major things in this commit.

First one is to have proper stack for projection matrices. This is
something what OpenGL specification grants to have at least 2 elements
for and what is required to have for proper editor drawing without
refactoring the way how we restore projection matrix.

Supporting this stack have following advantages:

- Our GPU stack is closer to OpenGL specs, making it easier to follow
  by other developers who are always familiar with OpenGL.

- Makes it easier to port all editors to a new API.

- Should help us getting rid of extra matrix push/pop added in
  various commits to 2.8 branch.

The new API follows the following convention:

- gpuPushMatrix/gpuPopMatrix ALWAYS deals with model view matrix
  and nothing more.

  While this name does not fully indicate that it's only model view
  matrix operator, it matches behavior of other matrix operations
  such as transform which also doesn't indicate what matrix type
  they are operating on.

- Projection matrix has dedicated calls for push/pop which are
  gpuPushProjectionMatrix/gpuPopProjectionMatrix.
2017-04-19 15:22:58 +02:00
bca55e7adf Cleanup, indentation of preprocessor 2017-04-19 14:33:34 +02:00
376d05bf30 Cleanup: GPU header guards 2017-04-15 17:51:08 +10:00
8c0864b5ed GPU matrix: add back type checks
Without this gpuGet functions would cast everything
(no type or size checks and override const variables).
2017-04-15 17:45:20 +10:00
ce1dc55453 Remove redundant declaration 2017-04-15 17:17:09 +10:00
4b043994e8 GPU Matrix API: clean up after 2D-3D unification
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.

- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state

Part of T49450
Follow up to D2626 and 49fc9cff3b
2017-04-15 01:29:56 -04:00
Dalai Felinto
cb2c4bfb74 GPU Matrix API refactor: Stick to a single 4x4 stack for 2D and 3D
* Brings us closer to core profile, all matrices are working, and apart
from a problem with text drawing, Blender is working fine.

* Reduce the coding overhead of having to setup/teardown when
alternating between 2D and 3D drawing sessions.

* Gives us fewer modes and states we need to keep track of.

Unfortunatelly this also "rejects a fundamental change" the original
design was trying to make - that 2D is different from 3D and
deserves its own best implementation.

That said, it is still aligned with the function API design as
originally implemented (i.e., it still uses gpuTranslate2D, ...).

Finally, if you build with core profile and this patch you get:
https://developer.blender.org/F545352

[The text glitch is an unrelated issue].

Reviewers: merwin, sergey, brecht

Differential Revision: https://developer.blender.org/D2626
2017-04-14 18:07:16 +02:00
Dalai Felinto
fe559d0659 OpenGL: do not support legacy matrix when using core profile 2017-04-13 18:45:17 +02:00
1c426d5b6c OpenGL: implement 2D with 4x4 matrices
... even though 3x3 feels better.
 
This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks.

External API stays (almost) the same. Our GLSL shaders can use this without any changes.

Part of T49450 and T51164
2017-04-13 04:00:19 -04:00
b02786ae6b Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!

- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
2017-04-13 01:07:51 -04:00
7979bc4c51 OpenGL: remove gpuMatrixBegin3D_legacy function
It helped during the transition, but we don't need this anymore. Evolution of T49450
2017-03-27 02:06:33 -04:00
0a274df536 OpenGL: add gpuLoadProjectionMatrix3D function
Make an existing 4x4 matrix the current projection.
Found a need for this while converting code to new API.
Part of T49450
2017-03-21 18:10:20 -04:00
7aad5cf573 OpenGL: generic inputs for new matrix API
For functions that expect a 4x4 matrix, you can pass in that, or array[16], or float*, or... Casting at each call site can get annoying, and obscures the logic.

The C11 section still needs work, but the non-C11 macros help on the system I tested on (Mac/clang).

Part of T49450
2017-03-21 17:27:17 -04:00
bef63acbd6 remove gpuMatrixUpdate_legacy function
No longer needed since 231b5d96bb tracks dirty state of legacy matrix stacks.

Part of T49450
2017-03-21 01:36:51 -04:00
2724fad582 OpenGL: replace gluProject and gluUnProject, and simplify surrounding code.
Part of T49042.
2017-02-26 00:16:46 +01:00
8c09fa3be2 OpenGL immediate mode: added gpuRotate3f to GPU_matrix 2017-02-14 00:35:25 +01:00
97fa285ae1 OpenGL: add gpuMatrixUpdate_legacy function
Marks matrix state as dirty so shader will use the latest values from glScale, glTranslate, etc.

We'll remove this after transitioning 100% to the new matrix API, which handles this sort of thing automatically.

Part of T49450
2017-02-06 23:24:10 -05:00
1abdb0c2ee OpenGL: add NormalMatrix & inverse to new API
Part of T49450
2016-10-23 23:37:53 -04:00
a92d20a0a4 OpenGL: dirty bit for GPU matrix API
Have matrices changed since the most recent bind?

Part of T49450
2016-10-20 14:18:34 -04:00
06d4aca879 OpenGL: matrix fixes & compatibility
Was multiplying matrices backward, so concatenation was broken. Fixed!

Also a way to mix legacy matrix stacks with the new library. Just during the transition! Anything within SUPPORT_LEGACY_MATRIX will go away after we switch to core profile.

Part of T49450
2016-10-11 21:16:26 -04:00
7a60f889d3 OpenGL: plug new matrix system into shaders (WIP)
Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode.

We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView.

Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions.

Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics.
2016-10-09 23:03:35 -04:00
628ef78e8a overhaul gpuMatrix API
Complete (for our needs) 2D & 3D transformation API. Should be easy to port legacy OpenGL matrix stack-based code to this. Still needs testing.

Ported ortho, frustum, lookAt functions from Viewport FX (rB194998766c65). Kept plenty of Viewport FX code from previous commit.

Stack API and 2D routines ported from Gawain. This version uses BLI_math library so everything is licensed under GPL instead of the usual MPL.

Part of T49450
2016-09-25 19:29:45 +02:00
1d469f3780 OpenGL: remove double precision matrix functions
Proper fp64 is a GL 4.x feature. Pretending to support it in our API is just clutter.
2016-09-22 12:19:24 +02:00
0e7c3dfe75 OpenGL: matrix code from viewport-fx
Bringing over whole files from rB194998766c65
2016-09-22 12:11:40 +02:00