- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
Needed a bit of twisting in generic private func behind the imm_draw_circle
helpers, but think it's fine.
Note that this demonstrate yet another downside of new dashed shader
compared to olde line style: not only does it needs more complex setup,
and can only work with PRIM_LINES type of primitives, but it also
behaves totally wrong with chained short segments!
We really need to find a better way to do this effect at some point. :(
- enabled lights
- alpha test
- texture environment
- point sprites (always enabled in modern GL)
Moved is_clip_plane for better struct packing, no functional change there.
Part of T51164
These parts will not be part of final viewport, but are called indirectly during the transition. To avoid runtime errors on core profile, exit early -- functions effectively do nothing.
I put the early exits inside the functions to avoid cluttering the code that calls these. But (long term) the calling functions need to change.
Basic shader's detect_options function was unused and full of old, so I deleted it.
Part of T51164
GL_LOGIC_OP is a synonym for GL_INDEX_LOGIC_OP, from OpenGL 1.0's indexed color drawing. It's not part of modern GL and causes an error in core profile.
GL_COLOR_LOGIC_OP is still supported in the latest GL. It's the last stage before writing to the framebuffer.
Part of T51164
Texturing is always enabled in GLSL. Simply use a sampler in the shader.
Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.
Part of T51164
Needed to remove old draw code entirely.
Object mode selection support, pose and armature still need to be added.
Enabled when 'use_modern_viewport' is set.
MX (Multiple conteXt) support was dropped from the GLEW 2.0 library to make core profile support cleaner.
Our WITH_GLEW_MX build option was OFF by default already; this commit removes the inactive code paths.
I'm working on a plan for multiple GPUs, contexts, resource sharing, etc. This commit gives us a cleaner starting point for that upcoming work.
Tested on Mac, will test on Linux & Windows immediately after pushing.
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.
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.
There is only two places which are using texture matrix mode:
- Tiled tface support.
- Texture shading mode for texture mapping.
Both cases are subject for reconsideration: it is likely that we'll be getting
rid of tface, which means game properties like tiles needs to be revisited
anyway. As for texture shading it is using basic shader which is also not
supported by core profile anyway.
This combines the Mesa fix (16e929e6ff by @brita_) with the Mac fix (89e23c743e by @merwin).
And uses the same fix for another call to glFramebufferTexture introduced in f1fb605ec9.
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
glFramebufferTexture() is only available from OGL 3.2, it is also not part of the ARB_framebuffer_object extension.
I don't know if there is a better way to check for mesa drivers or if using the 2D version will have issues with f2f16a256, but so far I had no problems
- test for 2D textures first since it's the most common case
- declare variables close to where they're used
- fix compiler warning for proxy (uninitialized use)
- safe return if n != 1, 2, 3 (should never happen)
- white space
The fragment shader expects a normal, but the vertex shader was not providing one.
Fix: added a new vertex shader that has normals + smooth color interpolation.
I also split gpu_shader_3D_vert in two:
- one with just position
- one with position + normal
For each of the builtin shaders, we should be able to look at the GLSL and tell exactly what it's doing. Using #defines and #ifdefs for rendering options makes the shaders hard to read and easy to break.
This eliminates tons of glGetAttribLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!
- remove 2D-specific variants of BuiltinUniform enum
- rename remaining builtins to exclude "_3D" since they can be used by 2D or 3D shaders
Follow up to D2626
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
Unfortunately this does break compatibility in that the viewport will look a
bit different depending on the settings, but the old behavior was simply not
usable for higher distances.
* 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