D2311 by @ianwill
This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f".
Also includes a new built-in shader that can be useful in other places.
Part of T49043
Gawain does very strict runtime checking to help us catch coding errors. Final release should disable most of these checks, so I'm disabling now for all non-debug builds.
When writing Blender code that uses Gawain, always make debug builds and test there! "make lite debug" is my favorite.
As seen at #bcon16
Geometry shader version is automatically used on modern GL runtimes. Legacy version is used on pre-3.2 systems (Mac, Mesa compat profile). They have the same inputs and visual result.
TODO: specialized versions that are less flexible -- draw ALL edges or draw JUST silhouette edges.
Part of T49165
This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Removed some of my earlier glActiveTexture calls. After reviewing the
code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls,
same results.
Fixed some misuse of glActiveTexture & glUniformi, mostly my fault.
Caught by --debug-gpu on Windows. Don't know why this appeared to be
working previously!
Plus some easy cleanup nearby.
At the moment this already shows that the depth is the same after the solid plates and in the very end of drawing, while they should be different. Later on we can adapt this to show different buffers we want to debug.
I am using near=0.1, far=2.0 for my tests. I decided not to make a doversion for near/far because this is for debugging only
- any shader program can use matrix state (not only built-in shaders)
- you can mix matrix & begin/end calls, and the bound shader will use the latest matrix state
Part of T49450 & T49043
- rename image shaders to describe exactly what they do
- rename inputs to match other built-in shaders
- set & use active texture unit
- no need to enable/disable textures with GLSL
- pull vertex format setup out of loops
Non-power-of-two textures are always allowed. Keeping the disabled checks in the code in case we support OpenGL ES in the future. Even then it should be a compile-time check, not at run-time.
GL 3.3 is the new minimum. Compatibility profile for now, core profile eventually. During development, GL 3.0 (on Mesa) and 2.1 (on Mac) will still work.
Part of T49012
Now you can explicitly skip a vertex attribute -- you don't give it a value and it won't get a copy of the previous vert's value. Useful for flat interpolated per-primitive values.
This is an advanced feature. Expect garbage in the empty spaces, and copies of garbage if you rely on the attrib copy behavior after skipping.
This was already fast on Apple, but @Severin and @dfelinto noticed slowdowns in user prefs, which is text heavy.
The problem was immBeginAtMost not being smart about VBO write flushing. immBeginAtMost can use all of its allocated range or only a subrange. The previous code was forcing back-to-back draw calls and buffer writes to serialize. This commit lets OpenGL know that our VBO writes never overlap, so there's no need to wait.
Should be much faster now!
Smooth round point with outline (uniform color) and fill (varying color).
Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
API stays exactly the same.
Attribute names can still be of variable length, as long as the average length does not exceed AVG_VERTEX_ATTRIB_NAME_LEN. Since this includes unused attributes (length = 0) the current avg of 5 might even be too high.
New functions activate & deactivate immediate mode. Call these when switching context and the internal VAO will be handled properly. VAOs are one of the few things *not* shared between OpenGL contexts.
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
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.
@zeauro reported this issue:
texture2DRect needs the ARB_texture_rectangle extension.
But isn't that an OpenGL 2.1 feature and should be part of GLSL 1.2+?
This should fix it, and future shaders should do something similar.