Commit Graph

53237 Commits

Author SHA1 Message Date
Mike Erwin
a394f4e545 OpenGL: edge shader discards fragments of unused edges
Discarded edges should not update depth buffer or blend with color buffer.

Geometry shader version will make this obsolete.
2016-10-26 03:57:14 -04:00
Mike Erwin
222ba0247f fix edge shader input 2016-10-25 19:38:22 -04:00
Mike Erwin
456d145d07 OpenGL: new mesh draw routines for new viewport
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!
2016-10-25 19:34:17 -04:00
Dalai Felinto
821fa24876 Viewport: fix depth not being cleared in ortho mode 2016-10-25 11:18:56 +00:00
Dalai Felinto
b4f849b9c6 Merge remote-tracking branch 'origin/master' into blender2.8 2016-10-25 11:18:41 +00:00
Mike Erwin
392551bd95 OpenGL: mesh batch cache (WIP)
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
2016-10-25 05:31:25 -04:00
Mike Erwin
d8d42e1702 make View3D depth debug code optional
Quick hack to optionally disable depth buffer debugging at compile time.

Will this be useful for users or just during development?
2016-10-25 04:46:07 -04:00
Mike Erwin
bc566e9393 OpenGL: 3D View background & depth buffer details
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.
2016-10-25 04:39:55 -04:00
Mike Erwin
94e14a2c43 OpenGL: new built-in shaders for mesh edges 2016-10-25 03:19:10 -04:00
Mike Erwin
c5072941c3 OpenGL: clean up glActiveTexture usage
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.
2016-10-25 01:02:41 -04:00
Dalai Felinto
4d11b2fb91 Viewport: original gradient background
Last but not least, fix the original 3d view background based on
@merwin's comment.
2016-10-24 19:40:37 +00:00
Dalai Felinto
1458f0136d Viewport: move the background to the "modern" viewport
This also leaves room for the gradient background Mike Erwin wants to
implement.
2016-10-24 19:05:49 +00:00
Dalai Felinto
744718f635 immediate mode: background
There is a problem here, which is that we can't use immediate mode here
until we rely on `GPU_material_bind`.

(cc: @merwin)
2016-10-24 17:26:27 +00:00
Dalai Felinto
a3b69c8131 Viewport: fix depth filled before solid plates 2016-10-24 12:58:23 +00:00
Mike Erwin
6388d0c4a0 OpenGL: triple buffer tweaks
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.
2016-10-24 05:06:45 -04:00
Bastien Montagne
0b749d57ee Fix unlikely uninitialized pointer usage.
Reported by Coverity.
2016-10-24 10:25:58 +02:00
Sergey Sharybin
89a3b17853 Fix T49827L Crash linking material while in Material viewport shading mode
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.
2016-10-24 10:13:22 +02:00
Bastien Montagne
c013280eec Fix mistake in BKE_mesh_new_from_object handling of materials in MetaBall case.
Typo, spoted by Coverity scan.

To be backported to 2.78a.
2016-10-24 10:06:00 +02:00
Mike Erwin
1abdb0c2ee OpenGL: add NormalMatrix & inverse to new API
Part of T49450
2016-10-23 23:37:53 -04:00
Mike Erwin
2cb45c9938 a place to cache draw data in DerivedMesh
DerivedMesh owns this cache and cleans up as part of DM cleanup. DM has no idea what is stored in this cache. Loose coupling FTW
2016-10-23 23:22:16 -04:00
Mike Erwin
e53ab2b9ec Gawain: fixups & progress for batch API 2016-10-23 23:16:54 -04:00
Julian Eisel
dabbe6eb22 Fix memory leak when using depth-only shader 2016-10-24 00:03:55 +02:00
Quentin Wenger
e0a34e963f Displace modifier: add global/local space option for X/Y/Z/XYZ directions.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2309
2016-10-23 14:35:46 +02:00
Antonioya
5765deecd4 GPencil: New option to lock strokes to axis
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.
2016-10-22 16:44:39 +02:00
Jörg Müller
b5d527ff6c Fix T49656: Crash when starting playback while using JACK audio with A/V sync
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.
2016-10-22 15:00:32 +02:00
Julian Eisel
46257e01a7 Fix compiling with blenderplayer (once again...) 2016-10-22 00:30:28 +02:00
Dalai Felinto
5ff586610a Viewport: use depth shader to debug the depth
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
2016-10-21 20:51:12 +00:00
Dalai Felinto
deb77c0e74 Viewport: create a shader to show depth images linearized 2016-10-21 20:51:10 +00:00
Dalai Felinto
4c3624a7a0 Viewport: add missing alpha for stereo 2016-10-21 20:51:05 +00:00
Dalai Felinto
af20ca51a1 Viewport: Bring camera, speaker, rigid body shape and bounding box 2016-10-21 20:50:36 +00:00
Mike Erwin
cdcddddd96 OpenGL: disable GL_CULL_FACE state only when needed
The active camera has a solid "up" triangle instead of the usual outline. We want to see both sides of this triangle. Disable face culling only when drawing the active camera, not for every camera.
2016-10-21 16:25:17 -04:00
Sergey Sharybin
fd4caafc53 Fix T49789: Compositor mix node interpolation bug 2016-10-21 17:58:37 +02:00
Dalai Felinto
01872d7f5d Fix build for gameengine 2016-10-21 12:50:04 +00:00
Dalai Felinto
dd23e52817 Merge remote-tracking branch 'origin/master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/versioning_defaults.c
2016-10-21 12:22:50 +00:00
Mike Erwin
224d70c978 OpenGL: draw lamp objects with new imm mode
Previous commit in blender2.8 branch had some... unintended
consequences. This one should be better.

Part of T49043. Also uses new matrix API (T49450)
2016-10-20 16:55:40 -04:00
Mike Erwin
4ea6917468 OpenGL: box & circle outline functions that work with 3D position (z=0)
New immediate mode API is strict about attribute formats. These new functions make existing code easier to port.

Supports T49043
2016-10-20 14:33:32 -04:00
Mike Erwin
c6abbb40ad Gawain: closer integration of immediate mode & matrix APIs
- 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
2016-10-20 14:29:59 -04:00
Mike Erwin
a92d20a0a4 OpenGL: dirty bit for GPU matrix API
Have matrices changed since the most recent bind?

Part of T49450
2016-10-20 14:18:34 -04:00
Kévin Dietrich
0c4d949eff Alembic: only export custom data (UVs, VCols) once, on the first frame.
This would cause Alembic to throw an exception and fail exporting
animations because it was trying to recreate and overwrite the
attributes for each frame.
2016-10-20 19:43:22 +02:00
Sergey Sharybin
32c2cba4ef Fix T49797: Exception from scene update handler might leak external engine descriptors
This was causing memory leaks in Cycles.

Some more detailed information in the comment in the code.

Seems to be safe and nice enough for 2.78a.
2016-10-20 13:33:47 +02:00
Dalai Felinto
225edf4e66 immediate mode: outliner background
I tried using immRecti instead, but it didn't work. The current approach
should be more efficient anyways (since GL_TRIANGLE_FAN wouldn't work
here).
2016-10-20 01:44:49 +00:00
Dalai Felinto
33d99bdfe6 immediate mode: ed_util.c
note: I switched one of the glVertex2iv into glVertex2fv to use the same attrib_id
2016-10-19 23:59:22 +00:00
christian brinkmann
2cd6a89d07 Python API: add full_path parameter for bpy.ops.ui.copy_data_path_button.
Also use the operator as part of the UI keymap now, to deduplicate code and let
users configure a custom shortcut.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2303
2016-10-20 00:31:08 +02:00
Bastien Montagne
417847c161 Fix T49775: Appending data with internal dependency cycles prevents correct clearing of linked data-blocks.
This is not a simple fix, but imho still needs to be backported to 2.78a...
2016-10-19 14:32:08 +02:00
Mike Erwin
9941bc3041 OpenGL: draw empties with new imm mode
Part of T49043
2016-10-19 04:01:15 -04:00
Mike Erwin
625f1a1c30 OpenGL: draw cameras using new matrix API
Also removed some extra push/pops.
Ref T49450
2016-10-18 20:57:36 -04:00
Mike Erwin
05117d71a3 OpenGL: draw cameras with new immediate mode
Mostly the same as before. Except:
- avoid drawing same lines multiple times
- helper functions take "bool filled" argument instead of GLenum
- drawcamera_volume draws its own near & far planes
2016-10-18 20:27:24 -04:00
Mike Erwin
54a0ff3ab5 Gawain: yet another way to set uniform color 2016-10-18 20:22:22 -04:00
Mike Erwin
e9268abf4a fix narrow text entry fields
widget_draw_text was calculating wrong display length when field is too narrow to show entire input string. Gawain assert caught this 11 function calls away!

Thanks to @ianwill for reporting.
2016-10-18 17:34:29 -04:00
Mike Erwin
117af2356a skip drawing of gpencil strokes with overall thickness <= zero
Fixes an assert in drawing code.

Might need further work to support variable-thickness strokes (from pressure-sensitive stylus). This all is due for geometry shader overhaul anyway.
2016-10-18 13:12:40 -04:00