Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower.
We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.
Client vertex array state is deprecated, and these are the default values anyway.
No need to bind any basic shader. Let drawing code decide which shader it wants to use.
Part of T49165 (general OpenGL upgrade)
- use in/out instead of attribute/varying
- use named output instead of gl_FragColor
- use texture() instead of the multitude of older texture sampling functions
The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile.
Part of T49165 (general OpenGL upgrade)
Builtin names staring with gl_ will not be available in core profile. Same with the ftransform function. New matrix API provides the same names minus the gl_ prefix.
Part of T49450
- init projection matrices with identity
- fix copy/paste mistake in GetProjectionMatrix3D
- add extra matrices needed by material GLSL
Working toward T49450
New matrix API does not support texture matrices. Not sure what the final code will look like, but this at least avoids interference with new ModelView matrix.
Marked each line with TEXTURE so they can be disregarded during searches.
Related to T49450
For functions that expect a 4x4 matrix, you can pass in that, or array[16], or float*, or... Casting at each call site can get annoying, and obscures the logic.
The C11 section still needs work, but the non-C11 macros help on the system I tested on (Mac/clang).
Part of T49450
This is used to send latest matrix values to shader when drawing.
Previously handled by calling OpenGL matrix functions, followed by gpuMatrixUpdate_legacy. With this change that function is no longer needed.
Part of T49450
For the sake of forward progress on T49450
We can now replace legacy gl* matrix function calls with their gpu equivalents. "Inactive" in this code means we're using the legacy matrix stacks, not our own. Setting up the proper gpuMatrixBegin2D/3D/End calls can be done afterward.
Most or all of this will be removed after the transition to core profile.
Before now it lived in source/blender/gpu for convenience. Only a few files in the gpu module use Gawain directly.
Tested on Mac, time to push and test on Windows.
Todo: some CMake magic to make it easy to
#include "gawain/some_header.h"
from any C or H file. Main problem here is the many editors that include GPU_immediate.h which includes Gawain's immediate.h -- is there a way to avoid changing every editor's CMakeLists?
Now that we're almost done with T49043, let's run immediate mode at full speed. Debug builds will still do strict checks.
Developers should still test their changes before committing! Recommended:
$ make debug (or make lite debug)
$ blender --debug-gpu
GL_SELECT is really slow in this branch and will be removed.
For now we simply change AUTO behavior to avoid possible conflicts with merges
and upcoming color-id-based selection.
So we can store (for example) vertex positions in one buffer and normals + colors in another buffer. Not super exciting right now, but very useful once we start changing some attribute values.
Supports future work by Clément et al. Only tested with one VBO per Batch since that's all our current code uses.
glMaterial
glColorMaterial
glPixelTransfer
and glEnable/Disable for
GL_FOG, GL_LIGHTING, GL_COLOR_MATERIAL
All of these were just setting default values, so I don't expect any visible change.
Part of T49165 (general OpenGL upgrade)