Commit Graph

1208 Commits

Author SHA1 Message Date
Sebastian Ullrich
6bd248cd65 Python API: add material to uniforms from gpu.export_shader.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1457
2016-05-21 16:46:42 +02:00
Sergey Sharybin
f5a4beffdd Fix GLSL shader failing to compile on OSX
Bit operations are not supported on legacy profile of OSX.
2016-05-20 22:54:27 +02:00
Thomas Dinges
ecf534e4c5 Support Cycles wave texture in GLSL viewport. 2016-05-20 21:21:57 +02:00
Sergey Sharybin
d5b843ba9d Support Cycles noise texture in GLSL viewport 2016-05-20 18:58:56 +02:00
Sergey Sharybin
bff095184a Cleanup: Don't use f suffix for values in GLSL
Was giving an issues in the past, will avoid it for now.
2016-05-20 18:14:04 +02:00
Sergey Sharybin
c6ea288bcf Support voronoi texture in GLSL shading
It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
2016-05-20 18:05:29 +02:00
Sergey Sharybin
ca8419ed6e Support Cycles magic texture in GLSL viewport 2016-05-20 16:58:56 +02:00
Sergey Sharybin
7ab55d8947 Support gradient Cycles texture in GLSL viewport 2016-05-20 16:39:45 +02:00
Sergey Sharybin
b79214bbc5 Support Cycles brick texture in GLSL viewport 2016-05-20 16:13:44 +02:00
Sergey Sharybin
0405bbeae2 Support Cycles's checker texture in GLSL shading 2016-05-20 15:18:40 +02:00
Alexander Romanov
f85745b17b Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-05-16 11:13:21 +03:00
Sergey Sharybin
c795d31a1f Simplify scanline threaded processor used by GPU_verify_image
Just avoid some unneeded initialization functions when the threaded
processor is simple enough to only depend on current chunk start
scanline and number of scanlines.
2016-05-05 13:16:56 +02:00
Sergey Sharybin
043486e2bc Fix typo in previous commit
Thanks Julian Eisel (Severin) for the heads up!
2016-05-05 11:33:13 +02:00
Sergey Sharybin
9aff51661c Optimization for initial display of high res textures in viewport
Multi-thread all the color space conversion operations.

Gives speedup from 0.8 to 0.1 seconds on a model with 4k etxture on it.
2016-05-05 11:28:50 +02:00
Lukas Tönne
5aa19be912 Merge branch 'temp_remove_particles' into blender2.8 2016-05-02 11:00:26 +02:00
Campbell Barton
ac163447f8 Cleanup: warnings. spelling 2016-04-30 04:10:34 +10:00
Lukas Tönne
1f723603c8 Merge branch 'master' into temp_remove_particles 2016-04-28 17:33:19 +02:00
Brecht Van Lommel
2b3657a838 Code cleanup: minor cleanups for GPU_link return values, normal map node. 2016-04-27 00:09:44 +02:00
Alexander Romanov
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
Lukas Tönne
fbed29a246 Merge branch 'master' into temp_remove_particles 2016-04-15 17:59:54 +02:00
Bastien Montagne
6bc2ba2111 Fix T48157: 3D view's depth of field isn't displayed correctly with scene units scale.
focus distance is given in BU, no need to scale it at all.
2016-04-15 16:24:19 +02:00
Lukas Tönne
664f5b8c06 Removed particle DNA. 2016-04-13 13:41:11 +02:00
Alexander Romanov
a5dcda8ad3 Fix broken by D1880 line stipple deactivation 2016-04-08 12:20:43 +03:00
Alexander Romanov
d969192fbe Wide lines + line stipple deprecated API replacement
The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade.

For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture.

There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular).
But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions.
Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls.

At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings.

Don't forget to set USE_GLSL to true for testing.

Alexander Romanov (Blend4Web Team)

Reviewers: merwin, brecht

Reviewed By: merwin, brecht

Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1880
2016-04-08 10:58:40 +03:00
Sergey Sharybin
d6ae94b988 Cycles: Fix compilation error of Hair BSDF GLSL shader 2016-04-06 15:40:55 +02:00
Sergey Sharybin
8cc7460495 Smoke: Don't use min as an uniform name
This is an attempt to fix report T47991.
2016-04-04 11:58:27 +02:00
Campbell Barton
ee364b6358 Fix T47940: Custom bone shapes, select error w/ Open NVidia drivers
Latest nouveau drivers have a bug here, use occlusion queries.
2016-03-31 00:59:04 +11:00
Sergey Sharybin
7bce3dd3ad Fix T47697: Smoke simulation doesn't work in viewport
Seems to be a division by zero error.

Should be safe for an upcoming 'a' release.
2016-03-27 13:21:33 +02:00
Sergey Sharybin
fb9315ce2a Cleanup: Silence some compiler warnings 2016-03-27 12:36:49 +02:00
Campbell Barton
b0a7e77700 Cleanup: style 2016-03-23 04:47:16 +11:00
Antony Riakiotakis
4acd218c02 GPU compositing:
Minor optimization: Store the uniform interface of shaders instead of
re-querying every frame.
2016-03-21 22:43:03 +01:00
Alexander Romanov
da2dfaad1a Mirror influence of environment texture in Blender viewport
This patch implements Mirror influence for environment textures. Approach matches the one from BI.
{F281871}
See the video https://youtu.be/BskgCv6dcIE
Example: {F281876}
Alexander (Blend4Web Team)

Reviewers: campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: TwisterGE, blueprintrandom, youle, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1786
2016-03-21 14:36:33 +03:00
Campbell Barton
fb5c6333f9 GPU: avoid redundant logic for non-spot lamps 2016-03-21 16:06:04 +11:00
Campbell Barton
72bf5d13e6 Fix for non spot lamps calculating spot values
Logical error in D1378, also incorrectly used lamp type as a flag.
2016-03-21 16:02:37 +11:00
Sergey Sharybin
d042962025 Cleanup some warnings 2016-03-15 14:16:16 +05:00
Jack Andersen
861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
Brecht Van Lommel
002deb29cb Fix T47670: cycles GLSL incorrect layer weight / fresnel.
World space and view space normals were mixed up, we should only convert from
world to view space if a custom normal is connected, otherwise it is already in
view space.
2016-03-05 14:33:41 +01:00
Campbell Barton
acebfbb666 Cleanup: unnecessary comma use 2016-03-05 09:12:07 +11:00
Campbell Barton
47498c4f05 Fix T47635: Texture paint performance regression
Flipped bindcode check in D1414 caused projection paint to always do full updates.
2016-03-02 06:57:26 +11:00
Brecht Van Lommel
72dd1ba3fe Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.
Patch by Ralf Hölzemer.
2016-02-07 14:45:39 +01:00
Campbell Barton
d80f8baba5 Support for cubemap reflections in the viewport
D1756 by @youle, uses existing texture mapping option.
2016-02-05 04:30:06 +11:00
Sergey Sharybin
49247f0fc4 Fix T47207: Material shading incorrectly handles colorramp node
The issue was introduced by a fix for T44713 which only made GLSL
consistent with Cycles.

Now we do have conditional averaging or proper luma weighting based
on whether we're new old old shading system. Not totally ideal but
should work for until we re-design viewport possibly breaking how
Blender Internal does implicit conversion.
2016-02-02 12:50:56 +01:00
Alexander Romanov
25de685d36 Fix T47288 Vector transform not behaving correctly with camera space and cycles 2016-02-01 18:46:32 +03:00
Campbell Barton
05dbc470ad Cleanup: warnings & style 2016-01-28 17:23:12 +11:00
Alexander Romanov
771f73b6be World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:

  - "View", "AngMap" and "Equirectangular" types of mapping.

  - Different types of texture blending (according to BI world render).

  - Same color blending as when it lacked textures (but render via glsl).

{F207734}
{F207735}

Example: {F275180}
Original author: @valentin_b4w

Regards,
Alexander (Blend4Web Team).

Reviewers: sergey, valentin_b4w, brecht, merwin

Reviewed By: merwin

Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx, #bf_blender:_next

Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
Campbell Barton
203d2c5029 Prevent accidental fall-through in switch 2016-01-24 12:21:13 +11:00
Alexander Romanov
a6aaaad979 Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
2016-01-23 15:39:31 +03:00
Mike Erwin
8e35657beb OpenGL: fewer state changes for wireframe PBVH
Wireframe drawing doesn’t use the following GL state, so don’t update
these:
- ShadeModel
- NormalPointer
- ColorPointer

Normal & color data are still uploaded as part of the interleaved VBO,
but those attributes are disabled for wireframe.
2016-01-21 21:07:17 -05:00
Mike Erwin
d48c328b72 OpenGL: remove ARB_fragment_program comment
This a list of OpenGL extensions used. Minus one thanks to
kevindietrich’s smoke work!

https://developer.blender.org/D1694
2016-01-17 23:26:37 -05:00
Ulysse Martin
c4c2bd1350 BGE: Allow access to light shadow settings with python
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.

Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1

Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1690
2016-01-17 18:47:14 +01:00