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
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*.
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.
Apparently GL_POINT_SPRITE is important to GL 3.2+ compatibility profile, not just to GL 2.1 as thought.
We'll remove this during the core profile transition.
At context startup, make sure our assumptions about the OpenGL version are true. Should match since we set up the contexts... but this is what asserts are for, to check "should"s!
Part of T49012
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
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.
I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.