Commit Graph

1093 Commits

Author SHA1 Message Date
Brecht Van Lommel
1ba90582f5 Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04 18:22:10 +02:00
Alexander Romanov
d4eb28ab7e BI Viewport(GLSL): support for envmap in Texture node
This patch is another step to achieve BI and it's Viewport consistency for cubemap textures.
{F318879}

To test world_space_shading flag D2072 is required.

Alexander (Blend4Web Team)

Reviewers: campbellbarton, brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2074
2016-07-04 11:19:13 +03:00
Alexander Romanov
fe44eacf78 Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
2016-07-04 11:01:32 +03:00
Campbell Barton
5181f085eb Fix T48733: World background fails in 3d-view
Missing from fix for T48555.
Unfortunately duplicates code.
2016-06-27 15:36:28 +10:00
Campbell Barton
0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
Campbell Barton
493c6b622f Cleanup: style 2016-06-22 14:02:51 +10:00
Campbell Barton
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
Campbell Barton
b07508a362 Fix GPU logical error changing stipple 2016-06-10 07:50:49 +10:00
Campbell Barton
5da02ab9e2 GPU: only call glShadeModel when needed 2016-06-10 06:11:14 +10:00
Campbell Barton
efd547f3da GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
2016-06-10 06:09:11 +10:00
Alexander Romanov
6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
Sergey Sharybin
20f0e2f342 Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
2016-06-09 09:53:35 +02:00
Campbell Barton
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
Campbell Barton
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
Campbell Barton
5bd9e83289 GPU: Fix triple buffer w/ basic glsl shader
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-08 05:40:21 +10:00
Campbell Barton
f3d33a1a0f GPU: Fix for glDrawPixels drawing w/ glsl shader
The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
2016-06-08 04:13:21 +10:00
Campbell Barton
cf8a0d08b0 GPU: make using the glsl basic-shader a flag
This allows for it to be more easily tested.
2016-06-08 04:13:16 +10:00
Alexander Romanov
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
Bastien Montagne
68d1348ca2 Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!

To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).

There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.

2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.

Told ya baby, globals are *PURE EVIL*!
2016-06-02 16:14:21 +02:00
Sergey Sharybin
0e8570b415 GLSL: Attempt to fix errors in setting UV attributes 2016-06-01 10:26:18 +02:00
Sergey Sharybin
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31 14:41:51 +02:00
Sergey Sharybin
9725661c60 Cycles GLSL: Make it work with software opengl mode 2016-05-31 12:31:16 +02:00
Sergey Sharybin
ea8a7397e4 Fix T48553: Cycles GLSL Box projection produces strong artifacts 2016-05-31 09:50:24 +02:00
Sergey Sharybin
da975c59c2 GLSL: Fix voronoi texture giving different results form rendered 2016-05-30 13:07:11 +02:00
Ralf Hölzemer
4aaf7b0c7a Support all Cycles image texture projections in the GLSL viewport
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.

Reviewers: sergey

Projects: #nodes, #opengl_gfx

Differential Revision: https://developer.blender.org/D2036
2016-05-30 10:29:46 +02:00
Sergey Sharybin
0f86a545e7 GLSL: Fix magic colors being off 2016-05-30 10:22:18 +02:00
Sergey Sharybin
163e46bbea GLSL: Brick texture uses bit operations, which seems to be a failure on some Intel cards 2016-05-30 10:22:18 +02:00
Mike Erwin
1e32951477 OpenGL: use EXT version of FBOs
Blender 2.7x supports OpenGL 2.1 which has FBO only as an extension.

It was working fine, but this is more correct.
2016-05-27 00:19:32 -04:00
Campbell Barton
7424ded9c7 Cleanup: glsl style 2016-05-26 18:53:09 +10:00
Campbell Barton
800de8bffd Cleanup: indentation 2016-05-24 20:34:53 +10:00
Ralf Hölzemer
a6b218af2e Enable correct GLSL output for cycles normalmap node
See T48453 for details and test scenes

Reviewers: a.romanov, sergey

Reviewed By: a.romanov, sergey

Projects: #opengl_gfx, #nodes

Differential Revision: https://developer.blender.org/D2011
2016-05-23 16:25:44 +03:00
Sergey Sharybin
66dceb2bed Add TODO about vertex color linearization to GLSL code
It's not really clear at this moment how we can detect cases
when attribute needs linearization. For now added a comment
so we don't forget about this, hopefully.
2016-05-23 14:43:03 +02:00
Sergey Sharybin
6d84a4ecfd Fix wrong vertex color in BI GLSL mode
The issue was caused by recent normalization added to the GLSL attributes.
2016-05-23 14:29:08 +02:00
Sergey Sharybin
cbbb021596 Fix for all OpenGL lights affecting Cycles viewport, regardless of their Enabled state
Was a regression since e1b8a5d.

Probably not very optimal fix, but better than a regression anyway.
2016-05-23 12:10:53 +02:00
Campbell Barton
de8494b54e Cleanup: glsl indentation, line length 2016-05-23 19:56:50 +10:00
Sergey Sharybin
caec6f3d41 Code cleanup, stick closer to a blender code style in GLSL shader 2016-05-23 10:31:36 +02:00
Sergey Sharybin
a830280688 Support Vertex Color in GLSL viewport for Cycles
The title says it all actually.

Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.

TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.

Reviewers: mont29, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D2022
2016-05-23 10:23:43 +02:00
Sergey Sharybin
2f978656ab Support Musgrave texture for Cycles GLSL viewport
Only for non-OSX viewport!
2016-05-22 19:10:15 +02:00
Sergey Sharybin
841d008b98 Fix missing Ignore option for GLSL bump 2016-05-22 16:47:06 +02:00
Sergey Sharybin
120492ace9 Cycles: Support bump mapping in GLSL viewport
This commit implements Bump node in GLSL, making it possible to
see previews of bump mapping in viewport without need to render.
Nothing really fancy going on here, just uses internal dFdx/dFdy
functions to get derivatives of the surface and map itself.
Quite basic but seems to behave correct-ish.

This commit also makes Displacement material output to affect
viewport shading by re-linking unconnected Normal input to a
node which was used for displacement output (via Bump node).

Intention of all this is to make it really easy to do bump map
painting with Cycles as an active render engine.

Reviewers: campbellbarton, mont29, brecht, psy-fi

Reviewed By: brecht

Subscribers: Blendify, eyecandy

Differential Revision: https://developer.blender.org/D2014
2016-05-22 15:12:14 +02:00
Sebastian Ullrich
6bd248cd65 Python API: add material to uniforms from gpu.export_shader.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1457
2016-05-21 16:46:42 +02:00
Sergey Sharybin
f5a4beffdd Fix GLSL shader failing to compile on OSX
Bit operations are not supported on legacy profile of OSX.
2016-05-20 22:54:27 +02:00
Thomas Dinges
ecf534e4c5 Support Cycles wave texture in GLSL viewport. 2016-05-20 21:21:57 +02:00
Sergey Sharybin
d5b843ba9d Support Cycles noise texture in GLSL viewport 2016-05-20 18:58:56 +02:00
Sergey Sharybin
bff095184a Cleanup: Don't use f suffix for values in GLSL
Was giving an issues in the past, will avoid it for now.
2016-05-20 18:14:04 +02:00
Sergey Sharybin
c6ea288bcf Support voronoi texture in GLSL shading
It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
2016-05-20 18:05:29 +02:00
Sergey Sharybin
ca8419ed6e Support Cycles magic texture in GLSL viewport 2016-05-20 16:58:56 +02:00
Sergey Sharybin
7ab55d8947 Support gradient Cycles texture in GLSL viewport 2016-05-20 16:39:45 +02:00
Sergey Sharybin
b79214bbc5 Support Cycles brick texture in GLSL viewport 2016-05-20 16:13:44 +02:00
Sergey Sharybin
0405bbeae2 Support Cycles's checker texture in GLSL shading 2016-05-20 15:18:40 +02:00