Commit Graph

55549 Commits

Author SHA1 Message Date
Dalai Felinto
bad8b91fd3 Correct core profile way of getting color depth 2017-05-19 14:14:32 +02:00
Bastien Montagne
c409acd842 Cleanup: removing dummy legacy dashed line shader.
Dashed requires geom shader, which was not available with older OpenGL,
now that we are on 3.3 we do not need that dummy workaround anymore.
2017-05-19 09:42:30 +02:00
Bastien Montagne
1f46da922a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/versioning_270.c
	source/blender/depsgraph/intern/depsgraph_tag.cc
	source/blender/editors/mask/mask_draw.c
2017-05-19 09:36:14 +02:00
Campbell Barton
f95828a018 Fix empty-image draw size
Was out of sync with 2.7x.
2017-05-19 16:41:23 +10:00
Campbell Barton
321b98602d Remove use_display_lists option 2017-05-19 10:07:02 +10:00
Mike Erwin
e03e977385 OpenGL: call glProgramUniform only if version >= 4.1
Otherwise crash! Called from OpenSubdiv setup code. Might start using this in more places...
2017-05-18 18:30:24 -04:00
Mike Erwin
ff8673399e OpenSubdiv: remove legacy support & display queries
OSD display needs more work, since it uses some legacy OpenGL light and material functions.
2017-05-18 18:30:23 -04:00
Mike Erwin
51278bab5d remove GPU_legacy_support query
In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions.

OpenSubdiv was the only user; I'll update OSD next.
2017-05-18 18:30:23 -04:00
Mike Erwin
414c1c0e77 OpenGL: remove -noglsl option & GPU_extensions_disable
Also removed a leftover reference to the old basic-shader-glsl option.
2017-05-18 18:30:23 -04:00
Mike Erwin
5ed0944ce6 GPU: cleanup GLSL version and standard extensions
Now we always use GLSL 3.3, AKA #version 330. Most of the extensions we used are built into OpenGL 3.3 so we don't need them anymore.

Cleaned up comments related to GLSL version.

Part of T49012
2017-05-18 18:30:23 -04:00
Mike Erwin
7823957455 remove GPU_geometry_shader_support, instanced_drawing_support queries
These are always supported now
- instancing as of GL 3.1
- geometry shaders as of GL 3.2

The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
2017-05-18 18:30:23 -04:00
Mike Erwin
8cb3c7bdec remove GPU_display_list_support query
Display lists are not part of modern OpenGL.

Only BGE used this, and I forced those uses to false. Commented out old BGE logic for reference.
2017-05-18 18:30:23 -04:00
Clément Foucault
13687e89d8 GPUViewport: Fix huge memory leak. 2017-05-18 20:32:36 +02:00
Dalai Felinto
740f33d8a2 Remove "Modern Viewport"
The "Modern Viewport" was an option in the Viewport panel that would use
the new fancy wire frame code and some depth debugging functionality.

This was introduced as a quick and dirty way to get the new drawing
system showing in the viewport.

Overtime we built a complete Draw Manager system, leaving this original
approach deprecated which adds clutter to Blender code since it would be
removed sooner or later.

Note: The new fancy wireframes and related shaders (white out other
objects) are still in Blender code, though you can't use them anymore.

If we are to have any of those drawing options they should be integrated
in the new draw manager, instead of integrated in the old drawing
pipeline as it was originally coded.
2017-05-18 18:46:46 +02:00
Clément Foucault
ec774fdb48 Eevee: Fix fresnel factor to match Unreal Engine specular input. 2017-05-18 18:35:55 +02:00
Clément Foucault
e52a7584be Eevee: Fix GPUShader not free. 2017-05-18 18:35:55 +02:00
Dalai Felinto
c2191912ca Freestyle is back for 2.8
It works with Cycles and Blender Internal for now.

The Blender Internal support will disappear, but we should be able to
integrate it with the Draw manager and use it with Clay, Eevee, ...
2017-05-18 17:34:03 +02:00
Dalai Felinto
c36eb9b291 Rename Iterator struct to BLI_Iterator 2017-05-18 16:53:02 +02:00
Clément Foucault
849b26c746 Draw Manager: Fix buffer reuse. 2017-05-18 16:50:48 +02:00
Sergey Sharybin
d92a9a5472 Use the correct depsgraph for freestyle
Freestyle itself is still not working, but that's to be addressed
separately.
2017-05-18 16:14:32 +02:00
Clément Foucault
7490b24241 Draw Manager: Fix instancing. Again. 2017-05-18 16:05:03 +02:00
Clément Foucault
242a044bd1 GPUMaterial: Add support for tangent node. 2017-05-18 16:05:03 +02:00
Dalai Felinto
c55c2dbfba Make sure external engines also render fine with depsgraph + freestyle wip
There is still a crash when using freestyle and Cycles,
but the changes here present are harmless
2017-05-18 14:48:13 +02:00
Campbell Barton
00164f3c70 Correct own error using u32 for back-buffer select 2017-05-18 22:33:34 +10:00
Campbell Barton
1247f609d4 Correct last commit
VERT_VISIT was used in a nested function.
2017-05-18 21:48:52 +10:00
Pascal Schoen
32c9d2322c Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected
Renamed the "Transparency" input of the Principled BSDF to
"Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-05-18 13:18:19 +02:00
Campbell Barton
208462e424 Fix T51539: BMesh boolean crash
In some cases the vertex visit queue would exceed its max length,
visiting the same vertex multiple times.
2017-05-18 21:09:06 +10:00
Campbell Barton
dad10ab118 DwM: Support flat-shaded w/ clay & eevee engines
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18 20:43:53 +10:00
Bastien Montagne
5dd9e17266 DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
Bastien Montagne
23f256b24b DwM: Armature: add solid envelope bone drawing.
Envelope bones are now pretty much identical to old drawing code.

Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
Bastien Montagne
5919919955 DwM: Armature: refine drawing condition of envelope distance outline.
Should match better original 2.7x behavior now.
2017-05-18 12:13:19 +02:00
Campbell Barton
c75cde31db Re-use vertex position VBO in weight-paint mode 2017-05-18 14:53:43 +10:00
Campbell Barton
3900b7b1e7 Cleanup: simplify material checks w/ clay engine
Instead of manipulating args when checking for duplicates,
just convert the material and memcmp.
2017-05-18 13:06:51 +10:00
Campbell Barton
4047715af3 Cleanup: use pre-defined STRINGIFY macro 2017-05-18 11:22:24 +10:00
Campbell Barton
102394a323 Fix T51538: Weight-paint circle select w/ clipping 2017-05-18 10:43:34 +10:00
Clément Foucault
5ec6982a82 Draw Manager: Fix instancing. 2017-05-18 01:50:06 +02:00
Clément Foucault
11e7e0769a Eevee: fix orco. 2017-05-18 01:50:06 +02:00
Clément Foucault
00a5885136 Eevee: Refactor shaders defines 2017-05-18 01:50:06 +02:00
Clément Foucault
af3954fe90 Eevee: fix bug with postprocess buffer sharing. 2017-05-18 01:50:06 +02:00
Clément Foucault
ecee490d13 Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
2017-05-18 01:50:06 +02:00
Dalai Felinto
60cd996c0a Silence warnings in Mac (based on buildbot build report) 2017-05-17 18:13:10 +02:00
Dalai Felinto
970a7c8bb9 Fix blenderplayer 2017-05-17 17:55:31 +02:00
Luca Rood
cd8909fbc9 Fix typo in hair shader view vector 2017-05-17 17:27:48 +02:00
Luca Rood
f628cfd297 Fix T51535: View vector inverting in pespective/ortho 2017-05-17 16:42:38 +02:00
Sergey Sharybin
47f8459ead Fix T51388: Mask moves when zoom is changed in the movie clip editor
Incorrect matrix space for stabilization.
2017-05-17 14:51:51 +02:00
Bastien Montagne
1693d7d887 Fix annoying warning about unused debug var in release builds. 2017-05-17 14:37:30 +02:00
Bastien Montagne
d0ceb1821b DwM: Armature: fix bone distance outline drawing.
This indeed needed its own draw pass, thank to @fclem for the hints!

Also fixes a stupid mistake in bones head/tail coloring.
2017-05-17 14:33:34 +02:00
Bastien Montagne
3c799ba801 DwM: Armature: Add distance outline and wire drawing of envelope bones.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.

Some notes:

I did not try to implement the 'capsule' approach suggested by @fclem, because:
  1. I spent enough time on this already, and finally got something working.
  2. I managed to get rid of geometry shader completely.
  3. Current approach allows us to use same shader for
     distance outline and envelope wire.

It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
2017-05-17 12:34:06 +02:00
Campbell Barton
f674bc90e2 BMesh: remove duplicate argument for wireframe op 2017-05-17 20:31:14 +10:00
Luca Rood
11c167ff76 Fix particle system batch_cache on object duplication 2017-05-17 11:19:36 +02:00