Totally WIP.
Started with copies of legacy routines, modified to use the new shaders & batch cache. Not all features are implemented; this is why we keep legacy viewport around during development!
Gawain batches are built on demand while drawing, then kept in this per-DerivedMesh cache.
A mesh's batches try to share vertex buffers as much as possible.
Not sure if this file is the best home for this code, but functions in this file are the only users of the cache. So maybe.
Big part of T49165
Surveying buffer usage & clears for new viewport. Not yet perfect, but closer. Committing from Mac so I can test this on Windows.
Using new matrix API (T49450) for gradient background.
Seems CMake will rearrange and copy libraries which are passed to the linker
when some of the libraries is listed twice (for example, -lz from png libraries
and -l for blender itself). This was causing libopenimageio to be added somewhere
at the end of linking flags without -ldl followed after which was causing linking
issues.
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.
Similar to regular triangle intersection case. Gives about 3% speedup rendering
SSS object on my desktop,
Question: how to avoid such a code duplication in a nice way without speed loss?
This will confuse hell of a guarded allocators because it is possible
to have allocation happened prior to Blender's guarded allocator is
fully initialized.
This was causing crashes and assert failures when running blender
with fully guarded memory allocator.
Initialization order of global stats and node types was not strictly
defined and it was possible to have node types initialized first and
stats after that. This will zero out memory which was allocated from
the statistics causing assert failure when de-initializing node types.
It was possible to have non-initialized unaligned BVH split
to be used when regular BVH split SAH was inf. Now we ensure
that unaligned splitter is only used when it's really initialized.
It's a regression and should be in 2.78a.
Works great on Mac now. Will test on Windows & Linux (Mesa) tomorrow. Related to T49505
Main fix is glActiveTexture and immUniform1i.
TEXTURE_2D vs TEXTURE_RECTANGLE is now a compile-time option. Both are available starting in GL 3.1 so there's no need for a run-time check.
Removed glClears that I don't think are necessary.
Prevent TEXTURE_2D from creating extra mipmap levels. We only need level 0.
Some minor cleanup: booleans and variable declarations.
Material linking might and does change the way how drawObject is calculated
but does not tag drawObject for recalculation in any way.
Now use dependency graph to tag draw object for reclaculation. Currently do
this using OB_RECALC_DATA taq since tagging is not very granular yet. In the
future we can introduce ore granular tagging in the new dependency graph
easily.
Simple and safe for 2.78a.
Using context manager for output file itself, and whole try/except block
to at least catch and print error in file.
Also some minor tweaks to previous 'list add-ons' commit.
Note that volume rendering is not supported yet, this is a step towards that.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2299
Now, the strokes can be locked to a plane set in the cursor location.
This option allow the artist to rotate the view and draw keeping the
strokes flat over the surface. This option is similar to surface option
but doesn't need a object.
The option is only valid for 3D view and strokes in CURSOR mode.
When ED_screen_animation_play is called from wm_event_do_handlers,ScrArea *sa = CTX_wm_area(C); is NULL in ED_screen_animation_timer.
Informing the audio system in CTX_data_main_set, that a new Main has been set.
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