Commit Graph

944 Commits

Author SHA1 Message Date
Brecht Van Lommel
e280c70aa9 Fix T51216: SSAO attenuation not being scale invariant.
Unfortunately this does break compatibility in that the viewport will look a
bit different depending on the settings, but the old behavior was simply not
usable for higher distances.
2017-04-15 00:43:22 +02:00
Alexander Romanov
78b5d66af8 Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.

{F499530}

Example: {F499528}

Reviewers: merwin, brecht, dfelinto

Reviewed By: brecht

Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2425
2017-04-14 18:15:57 +03:00
Campbell Barton
4560f0b007 Cleanup: use lowercase gpu prefix for static funcs
This was mostly followed already.
2017-04-12 20:19:55 +10:00
Sergey Sharybin
467d824f80 Fix T50238: Cycles: difference in texture position between OpenGL and Cycles render 2017-03-24 12:24:14 +01:00
Campbell Barton
bcc8c04db4 Cleanup: code style & cmake 2017-03-12 02:47:53 +11:00
Campbell Barton
103ae04fbc Correct glPixelTransfer function 2017-03-11 03:03:47 +11:00
Campbell Barton
6038583909 Cleanup: struct flags for select picking 2017-03-10 21:47:43 +11:00
Campbell Barton
62cc226101 3D View: x-ray support for depth picking
Selection loop would draw the selection ignoring xray.
Now draw in a separate pass after clearing the depth buffer,
as with regular drawing.

Also disable depth sorting,
caller can sort the hit-list by depth if needed.
2017-03-10 05:00:49 +11:00
Campbell Barton
45b764e95b 3D View: new nethod of opengl selection
Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.

This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.

The performance of this method depends a lot on the OpenGL
implementations glReadPixels.

Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).

Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.

Even with these improvements occlusion queries is faster on AMD hardware.

Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.

Reviewed as D2543
2017-03-09 06:22:02 +11:00
Campbell Barton
c24d045a23 OpenGL Select: integer rect for passing region 2017-03-08 23:23:39 +11:00
Campbell Barton
c0d0ef142f Cleanup: GPU_select never took NULL rect 2017-03-03 22:24:08 +11:00
Campbell Barton
25de610876 Cleanup: redundant header, use const, short -> bool 2017-03-03 22:24:08 +11:00
Michael Stahre
7f10a889e3 Fix incorrect spot lamp blend in python GPU uniform export.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2378
2017-02-02 04:03:26 +01:00
Sergey Sharybin
927a168b07 GPU: Consider latest Gallium driver an official ATI/AMD
This will make triple buffer used by default for such configuration.

Ideally we would switch to triple buffer on all platforms, but let's
do it in 2.8 branch and don't open can of worms in master now.

This should solve issues like T49945.
2016-11-22 11:38:27 +01:00
Kévin Dietrich
b6d35e1fa7 Viewport smoke: add support to render the volume using a color ramp.
This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.

Reviewers: plasmasolutions, gottfried

Differential Revision: https://developer.blender.org/D1733
2016-10-30 12:29:05 +01:00
Mike Erwin
109192b360 OpenGL: remove GLSL support query (it's always supported) 2016-10-10 01:28:30 -04:00
Ulysse Martin
396a6d8a86 UPBGE: Fix crash when calling shade_light texture when mtex has no tex. 2016-09-30 07:41:18 +02:00
Mike Erwin
a3d258bfb4 fix for potential pitfall with glMatrixMode
close D696 by @jwilkins

The matrix mode should always be left in modelview mode, since a lot of code assumes it is before setting a matrix.
2016-09-21 17:41:59 +02:00
Sergey Sharybin
43dcfcb27a Fix T49201: Mesh with OpenSubdiv subsurf and a texture disappears in Material viewport mode 2016-08-30 12:12:46 +02:00
Kévin Dietrich
116bab702e Fix T47639: OpenGL render with smoke and fire incorrect when using
transparency.

The issue is that we are rendering to a 0..1 clamped sRGB buffer with
unpremultiplied alpha, where the correct thing to do would be to render
to an unclamped linear premultiplied alpha buffer. Then we would just
make fire purely emissive without affecting the alpha channel at all,
but that doesn't work here.

So for now, draw fire and smoke separately using different shaders and
blend modes, like it used to before the smoke programs were rewritten
(see rB0372b642).
2016-08-28 16:50:59 +02:00
Sergey Sharybin
a74dab86ee Fix redundant declarations after recent changes in GPU debug 2016-08-16 14:40:23 +02:00
Mike Erwin
c00b2d8991 OpenGL: ignore deprecated API warnings
Reduces noise from --debug-gpu so we can spot serious errors.

Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated.

I'll re-enable these warnings for blender2.8 after next merge.
2016-08-15 14:55:09 -04:00
Brecht Van Lommel
ad4a01ec0f Fix OpenGL backtrace build errors, without disabling warnings. 2016-08-15 15:36:01 +02:00
Jens Verwiebe
988b4e2c80 Tentative compile fix after recent gpu debug changes 2016-08-15 13:46:38 +02:00
Mike Erwin
ad6e7a0be1 OpenGL: backtrace on errors (--debug-gpu)
Backtrace so we can pinpoint where the GL error came from. Then fflush
on severe errors in case it's severe enough to crash Blender.
2016-08-15 04:10:54 -04:00
Mike Erwin
55eb8ce873 OpenGL: enhance debug output
When running blender --debug-gpu

Display which debug facilities are available. One of these, in order of preference:
- OpenGL 4.3
- KHR_debug
- ARB_debug_output
- AMD_debug_output

All messages are logged now, not just errors. Will probably turn some of these off later.

GL_DEBUG_OUTPUT_SYNCHRONOUS lets us break on errors and backtrace to the exact trouble spot.

Callers of GPU_string_marker no longer pass in a message length, just the message itself (null terminated).

Apple provides no GL debug logging features.
2016-08-15 04:06:14 -04:00
Alexander Romanov
151390069a Bugfix. glDisable with bad enum argument in GPU_texture_unbind
Reported by @panzergame in D1414.

`glDisable` calls with bad enum argument `GL_TEXTURE_2D_MULTISAMPLE` that came from this line:
`tex->target = (n == 1) ? GL_TEXTURE_1D : (samples ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);`

Reviewers: brecht

Reviewed By: brecht

Subscribers: AlexKowel, yurikovelenov, panzergame

Differential Revision: https://developer.blender.org/D2145
2016-08-09 12:34:52 +03:00
Sergey Sharybin
5f95ffe350 Fix T48829: Memory leak on Blender Exit
It was possible to have missing outlink but GPUNodes in material.
2016-07-27 10:59:09 +02:00
Sergey Sharybin
9c63878085 OpenSubdiv: Initial support of UV maps in material shading mode 2016-07-22 16:12:03 +02:00
Sergey Sharybin
f0f60d775d OpenSubdiv: Initial work to support UV maps in textured OSD viewport
A bit work in progress, currently the following limitations:

- Texture shading only, Material shading will come later

- No UVs subdivision yet

- Always uses active UV and currently changing active UV will
  not properly update the viewport.

Well, need to start somewhere :)
2016-07-20 14:16:38 +02:00
Campbell Barton
8343518272 Cleanup: comment blocks 2016-07-15 02:39:45 +10:00
Campbell Barton
6771165229 Cleanup: style 2016-07-14 13:37:49 +10:00
Campbell Barton
124bfa4d2d Cleanup: spelling, style 2016-07-08 00:48:45 +10:00
Campbell Barton
95ff9e9904 Cleanup: redundant 4th index in sculpt PBVH
Since moving to MLoopTri this is no longer needed.
2016-07-06 19:15:47 +10:00
Brecht Van Lommel
1ba90582f5 Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04 18:22:10 +02:00
Alexander Romanov
fe44eacf78 Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
2016-07-04 11:01:32 +03:00
Campbell Barton
0a99072f0d GPU: move select index code out of WM
This avoids bad-level calls.
2016-06-25 21:13:33 +10:00
Campbell Barton
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
Campbell Barton
b07508a362 Fix GPU logical error changing stipple 2016-06-10 07:50:49 +10:00
Campbell Barton
5da02ab9e2 GPU: only call glShadeModel when needed 2016-06-10 06:11:14 +10:00
Campbell Barton
efd547f3da GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
2016-06-10 06:09:11 +10:00
Alexander Romanov
6798809c7e 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
2016-06-10 05:38:17 +10:00
Sergey Sharybin
20f0e2f342 Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
2016-06-09 09:53:35 +02:00
Campbell Barton
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
Campbell Barton
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
Campbell Barton
5bd9e83289 GPU: Fix triple buffer w/ basic glsl shader
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-08 05:40:21 +10:00
Campbell Barton
cf8a0d08b0 GPU: make using the glsl basic-shader a flag
This allows for it to be more easily tested.
2016-06-08 04:13:16 +10:00
Alexander Romanov
0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00
Bastien Montagne
68d1348ca2 Fix T47637: Multiple multires objects in Sculpt mode make blender crash.
That was a nice and funny hunt, albeit rather time consumming!

To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing
of 'grid' types (multires mostly?).

There were two issues here:
1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no
check was done when freeing that buffer, to ensure we were not freeing the global one
(not totally sure this one was actually causing any issue, but was bad and unsafe anyway).
Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some
'common' buffer here, which freeing is handled separately.

2) Main issue: if several multires objects in sculpt mode with different grid size
were present simultaneously, the global gpu buffer had to be resized for each object draw
(i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference
to that global buffer had no way to know that it had been freed, which was causing the segfault & crash.
Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh.

Told ya baby, globals are *PURE EVIL*!
2016-06-02 16:14:21 +02:00
Sergey Sharybin
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31 14:41:51 +02:00