Commit Graph

1823 Commits

Author SHA1 Message Date
Brecht Van Lommel
3102bf2889 Merge branch 'master' into blender2.8 2018-02-14 15:16:50 +01:00
Brecht Van Lommel
f6107af4cf Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
2018-02-14 14:55:46 +01:00
Brecht Van Lommel
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
Brecht Van Lommel
7028a11db9 GPU: don't use multisample for entire window, only for offscreen 3D viewport.
Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.

GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.

Differential Revision: https://developer.blender.org/D3062
2018-02-14 14:00:48 +01:00
Brecht Van Lommel
6e040b045a GPU: add offscreen buffer drawing utility functions. 2018-02-13 20:02:31 +01:00
Brecht Van Lommel
e9b1163162 Code cleanup: stop using rectangle textures in window draw, simplify code. 2018-02-13 20:02:31 +01:00
Brecht Van Lommel
832f7a6648 Merge branch 'master' into blender2.8 2018-02-09 20:36:59 +01:00
Clément Foucault
708ef19d88 GPU: Remove Mesa + Vega hack.
This is not needed anymore with linux 4.15 + Mesa 17.3.3.
2018-02-07 05:44:05 +01:00
Campbell Barton
885d78150d Use eObjectMode for function arguments 2018-02-06 23:27:49 +11:00
Campbell Barton
c7fecab2ef Object Mode: Use eval_ctx mode for drawing, paint & modifiers 2018-02-06 18:03:28 +11:00
Brecht Van Lommel
1bc0cd0071 Merge branch 'master' into blender2.8 2018-02-03 16:10:01 +01:00
Brecht Van Lommel
f9ea097a87 Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
2018-02-03 12:20:26 +01:00
Clément Foucault
269d9eb54c Eevee: Render: Fix emission shader normal output 2018-02-03 02:19:10 +01:00
Clément Foucault
c95f3a3616 Eevee: Render: Fix Normals of refraction shader. 2018-02-01 18:09:17 +01:00
Germano
11f9a23a28 Merge branch 'master' into blender2.8 2018-01-31 22:34:29 -02:00
Germano
42ca1fe89c gpu_shader_material: Correct incorrect glsl texture of Voronoi, Noise, and Musgrave on some Intel GPUs 2018-01-31 22:31:08 -02:00
Clément Foucault
76135d6b72 Eevee: Fix indentation and fix output normal of emission shader. 2018-01-31 02:53:02 +01:00
Campbell Barton
992ac8f942 Fix for fix w/ GPU_batch_wire_from_poly_2d_encoded
Was missing first edge
2018-01-25 00:47:01 +11:00
Campbell Barton
d8b5b4b7b1 Fix bug in view navigation icons
Own error in GPU_batch_wire_from_poly_2d_encoded
Wasn't correctly filling in the VBO with edges.
2018-01-24 22:58:02 +11:00
Brecht Van Lommel
41cc2ae626 Merge branch 'master' into blender2.8 2018-01-23 13:19:32 +01:00
Brecht Van Lommel
b129ea843a Cycles: change material output displacement to vector.
Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.

This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.

Differential Revision: https://developer.blender.org/D3015
2018-01-23 12:49:35 +01:00
Brecht Van Lommel
4a5ee1a5a2 Cycles: add Displacement node.
This converts object space height to world space displacement, to be
linked to the new vector displacement material output.

Differential Revision: https://developer.blender.org/D3015
2018-01-23 11:12:26 +01:00
Campbell Barton
a3716f5945 GPU_batch: Add GPU_batch_wire_from_poly_2d_encoded
Draws wire around polygon shapes:
better visibility w/ any background color.
2018-01-20 18:45:27 +11:00
Campbell Barton
9cac97fb3c Fix sculpt error freeing NULL vertex buffer
Relates to T53806 which needs further investigation
2018-01-19 19:36:36 +11:00
Sergey Sharybin
d4ff1a1f2c Merge branch 'master' into blender2.8 2018-01-16 14:52:43 +01:00
Sergey Sharybin
0bdb1eab82 Sculpting: Fix uninitialized color being left for smooth meshes with hidden mask 2018-01-16 14:46:48 +01:00
Sergey Sharybin
7934e7ab83 Sculpting: Fix for "Hide Mask" does not work with multires 2018-01-16 14:31:52 +01:00
Campbell Barton
873a87c7e8 Merge branch 'master' into blender2.8 2018-01-16 14:56:03 +11:00
Campbell Barton
e428ea3e00 Cleanup: indentation 2018-01-16 11:40:43 +11:00
Clément Foucault
f5e2d42092 GPU Texture: Add GL_RG16I format. 2018-01-15 15:39:03 +01:00
Campbell Barton
5e6c86cb1f GPU_batch_from_poly_2d_encoded: skip winding check
Ensure all polygons have the same winding instead.
2018-01-16 00:59:52 +11:00
Campbell Barton
7ba07b7e64 GPU_batch_from_poly_2d_encoded: optional rctf arg
Also use compiler attributes
2018-01-16 00:16:54 +11:00
Campbell Barton
5cb43b0f20 Cleanup: update comments 2018-01-16 00:16:54 +11:00
Sergey Sharybin
ec3248437d Merge branch 'master' into blender2.8 2018-01-15 13:55:52 +01:00
Sergey Sharybin
4d8b78b0a9 Sculpting: Sdd an option to hide mask in viewport
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.

Studio request by Julien Kaspar
2018-01-15 11:43:59 +01:00
Sergey Sharybin
6cb06501c3 GPU buffers: Use bitflag to whether we want to show diffuse color
Those fine-tuning bits will be extended soon, so makes sense to start using
some more verbose flag names when calling functions.
2018-01-15 11:43:59 +01:00
Campbell Barton
bfada6cc4a GPU_batch: Add utility to create 2D shapes
Shapes are represented by compact byte array,
encoded by 'make_shape_2d_from_blend.py' in the tools repo.
2018-01-15 20:38:06 +11:00
Campbell Barton
ae6cc4a21d GPU_batch_presets: move static vars into struct
Also use GWN raw stepping API to fill in data.
2018-01-15 16:55:40 +11:00
Campbell Barton
b1ac7571a8 Cleanup: split GPU_batch_presets into own file
Mixing other batch code in this file easily shadowed existing variables.
Keep presets separate (we may have more, 2D & 3D presets)
2018-01-15 16:24:02 +11:00
Clément Foucault
da97b6930b DRW: Fix T53583 Armature instances not drawing.
Was due to the fact that the instances don't have a "static" obmat that can be referenced to use as a uniform.
Solution : precompute the full matrix for each bone and pass it as instance data. (theses are copied into a buffer and can be discarded right away)

Note: this could be optimized further and make only one drawcall (shgroup) to draw all bone instance of one type (vs. one call per armature).
2018-01-11 19:35:56 +01:00
Clément Foucault
2bb08f0ad2 DRW & GPUViewport: Cleanup unused code. 2018-01-09 14:54:11 +01:00
Clément Foucault
aa0097ad5e DRW: Add instance data memory manager.
This is a special memory manager that keeps memory blocks ready to send as vbo data.
Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size to avoid to realloc each frame.
This is why DRWInstanceDatas are sorted in a list for each different data size.
2018-01-09 14:54:11 +01:00
Clément Foucault
b300fa4923 Gawain: Modify batch draw function to work with ranges.
This enables to draw the same vbo but only with a selected range. (useful for selection with instancing/batching)
2018-01-09 14:54:11 +01:00
Clément Foucault
c79216d77d GPU_offscreen: Add option for high bit depth.
This way we can render in HDR and read the real pixel values.
2018-01-04 10:43:54 +01:00
Campbell Barton
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
Campbell Barton
2e2e6e3bdb Cleanup: Use BKE_colorband prefix 2017-12-07 15:52:59 +11:00
Campbell Barton
cc811d1fd6 Cleanup: extract BKE_colorband from BKE_texture 2017-12-07 15:40:11 +11:00
Campbell Barton
9dfbd98339 Cleanup: whitespace 2017-12-04 17:20:26 +11:00
Clément Foucault
e559a99a04 Eevee: Fix T53413: Crash when using displacement bump relink.
ntree_shader_relink_displacement is creating a transient node that does not have a correct original to point to.
In this case we revert to constant uniform.
2017-11-28 17:22:37 +01:00
Clément Foucault
7cbc7dd904 Eevee: SSS: Add separated Albedo option.
This option prevent from automatically blurring the albedo color applied to the SSS.

While this is great for preserving details it can bleed more light onto the nearby objects since the blurring will be done on pure "white" irradiance.
This issue is to be tackled in a separate commit.
2017-11-24 22:29:28 +01:00