Commit Graph

1208 Commits

Author SHA1 Message Date
Bastien Montagne
c50ccc8476 Merge branch 'master' into blender2.8 2016-10-02 18:53:01 +02:00
Mike Erwin
b8e3d81f31 OpenGL: fix point sprites
Apparently GL_POINT_SPRITE is important to GL 3.2+ compatibility profile, not just to GL 2.1 as thought.

We'll remove this during the core profile transition.
2016-10-01 17:34:41 -04:00
Mike Erwin
875d63ccb5 OpenGL: one more point shader
Added a built-in shader for points that vary both size and color.
2016-10-01 17:32:29 -04:00
Brecht Van Lommel
15e756c584 Fix wrong Cycles GLSL pointiness, still not supported but should be neutral 0.5. 2016-10-01 14:47:05 +02:00
Mike Erwin
5753a1462f OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
2016-09-30 20:44:22 -04:00
Mike Erwin
d1b21d1278 OpenGL: add support for programmable point size
And enable point sprites always. Fragment shaders can use gl_PointCoord now.
2016-09-30 19:51:04 -04:00
Mike Erwin
82648a8f91 OpenGL: make platform requirements explicit
At context startup, make sure our assumptions about the OpenGL version are true. Should match since we set up the contexts... but this is what asserts are for, to check "should"s!

Part of T49012
2016-09-30 19:10:30 -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
Dalai Felinto
9bac74c27b Complement fixup for 4a1feaa555 (texture shaders)
We now multiply the alpha by the image alpha (as per severin
suggestion).
That still doesn't solve the main question of user preference drawing
black.
2016-09-28 19:11:11 +00:00
Dalai Felinto
4c7ff8fb1e Fix animation transition in region overlay not working since 4a1feaa5
We still have stills with the User Preference window, though.
2016-09-28 18:48:51 +00:00
Mike Erwin
83d5a919e2 modernize basic shader a tiny bit
"varying" is redundant here, all GS inputs & outputs vary.

Any code that uses this will be GLSL 1.3 or newer.
2016-09-27 21:25:38 +02:00
Mike Erwin
0ca2118851 safety checks in GPU shader library
If shader compilation fails, or for some other reason the shader is NULL or 0, we need to know.
2016-09-27 21:25:38 +02:00
Mike Erwin
ad32b774cb fix basic shader syntax when drawing lines
Fixed on GL 3.2+, Mac still lays an egg due to the geometry shader.
2016-09-27 21:05:48 +02:00
Mike Erwin
628ef78e8a overhaul gpuMatrix API
Complete (for our needs) 2D & 3D transformation API. Should be easy to port legacy OpenGL matrix stack-based code to this. Still needs testing.

Ported ortho, frustum, lookAt functions from Viewport FX (rB194998766c65). Kept plenty of Viewport FX code from previous commit.

Stack API and 2D routines ported from Gawain. This version uses BLI_math library so everything is licensed under GPL instead of the usual MPL.

Part of T49450
2016-09-25 19:29:45 +02:00
Mike Erwin
36bbdf142c OpenGL: fix new shader for Mac
Follow-up to rB4a1feaa5558ed60388fd3be41db74fbc54f2ab08
2016-09-23 18:16:45 +02:00
Julian Eisel
1dfb89d229 Merge branch 'master' into blender2.8
Conflicts:
	intern/ghost/intern/GHOST_ContextCGL.mm
	intern/ghost/intern/GHOST_WindowCocoa.mm
	source/blender/makesrna/intern/rna_main.c
2016-09-23 01:40:19 +02:00
Dalai Felinto
4a1feaa555 immediate mode: Triple Buffer and two new shaders for TEXTURE_2D and TEXTURE_RECT
Use the same vertex shader for both fragment shaders
2016-09-22 13:40:33 +00:00
Mike Erwin
1d469f3780 OpenGL: remove double precision matrix functions
Proper fp64 is a GL 4.x feature. Pretending to support it in our API is just clutter.
2016-09-22 12:19:24 +02:00
Mike Erwin
0e7c3dfe75 OpenGL: matrix code from viewport-fx
Bringing over whole files from rB194998766c65
2016-09-22 12:11:40 +02:00
Mike Erwin
825150605e GPU_basic_shader uses GLSL by default
switch back to old mode at runtime:
blender --enable-legacy-basic-shader
2016-09-21 20:24:02 +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
Mike Erwin
9047717b3f Gawain: support triangle strips & fans in immediate mode
fixes crash in Vertex Paint (color picker)
2016-09-21 15:47:08 +02:00
Mike Erwin
0f759da370 Gawain: batch drawing works
Forgot to tell OpenGL which shader program the batch is using. Now it works!
2016-09-20 18:03:59 +02:00
Dalai Felinto
04bc828fb6 gawain update: immAttribute for 2i 2016-09-20 14:50:20 +00:00
Mike Erwin
d3365c5c72 OpenGL: fix GPU_SHADER_TEXT on non-Mac
Developed on Mac and committed quickly.. oops
2016-09-20 16:13:01 +02:00
Mike Erwin
e21853abb9 OpenGL: streamline font rendering
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code.

Use linear screen-space interpolation instead of perspective.

Avoid redundant call to glMatrixMode.
2016-09-17 13:54:30 +02:00
Mike Erwin
1b1275f0db add GPU_SHADER_TEXT for font rendering
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.

I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
2016-09-17 13:33:48 +02:00
Mike Erwin
c3034afa58 OpenGL: simplify basic_shader_bind
No need to enable/disable texturing with GLSL, just use textures in the fragment shader.
2016-09-17 13:33:48 +02:00
Sergey Sharybin
834cb93f40 Blender 2.8: Fix some strict aspects on Linux 2016-09-16 17:18:19 +02:00
Mike Erwin
76c99f361f Gawain improvements
Fixed compile error in debug build (thanks mont29)

Renamed some functions for consistency.

New features:

Create a Batch with immediate mode! Just use immBeginBatch instead of immBegin. You can keep the result and draw it as many times as you like. This partially replaces the need for display lists.

Copy a VertexFormat, and create a VertexBuffer using an existing format.

Resize a VertexBuffer to a different number of vertices. (can only resize BEFORE using it to draw)
2016-09-15 21:45:10 +02:00
Mike Erwin
5eddb80513 Extend Gawain to use Blender's built-in shaders
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.

Added same for batched rendering.
2016-09-15 18:41:28 +02:00
Mike Erwin
39f7a81176 Gawain: batch rendering API
Follow-up to rBddb1d5648dbd

API is nearly complete but untested.

1) create batch with vertex buffer & optional index buffer
2) choose shader program
3) draw!
2016-09-15 16:51:10 +02:00
Mike Erwin
0d54d32dd6 Gawain: simplify attrib binding API
This API is used internally by the immediate and batch drawing systems.
2016-09-15 12:57:07 +02:00
Mike Erwin
2fb5a959e9 Gawain: delete bind_attrib_locations
This function modifies the GL program object, which reduces our ability to share a shader among meshes with different vertex formats. Recommended approach is to use get_attrib_locations.
2016-09-15 12:24:06 +02:00
Mike Erwin
110d68ca1d Gawain: flesh out VertexBuffer
create, specify, fill with data
2016-09-14 16:29:01 +02:00
Mike Erwin
54b00657ca Gawain: fix Windows compile error
MSVC was NOT happy about uint64_t, now it is.
2016-09-13 03:21:16 -04:00
Mike Erwin
1b5b899228 OpenGL: add built-in GPU_SHADER_3D_DEPTH_ONLY
We’re discussing several techniques that require a depth pre-pass.
2016-09-13 02:51:38 -04:00
Mike Erwin
ddb1d5648d Gawain: geometry batches (unfinished)
Vertex Buffer to store vertex attribute data.
Element List (AKA Index Buffer) to select which vertices to use.
Batch combines these into an object that can be built once then drawn
many times.

Porting over from the C++ version… Most of this C code is compiled but
unused. Some of it is not even compiled. Committing now in case I’m
lost at sea.
2016-09-13 02:41:43 -04:00
Mike Erwin
b6bd299359 Gawain: reorganize source code
Put Gawain source code in a subfolder to make the boundary between the
library and the rest of Blender clear.

Changed Gawain’s license from Apache to Mozilla Public License. Has
more essence of copyleft — closer to GPL but not as restrictive.

Split immediate.c into several files so parts can be reused (adding
more files soon…)
2016-09-13 02:18:33 -04:00
Mike Erwin
18d49a8283 Gawain: add immBeginAtMost
immBegin requires us to know how many vertices will be drawn. Most times this is fine, but sometimes it can be tricky. Do we make the effort to count everything in one pass, then draw it in a second?

immBeginAtMost makes this simple. Example: I'll draw at most 100 vertices. Supply only 6 verts and it draws only 6.

Any unused space is reclaimed and given to the next immBegin.
2016-09-06 16:56:08 -04:00
Mike Erwin
031c5bad87 Gawain: fix GL_POINTS in immediate mode
Was using GL_NONE to mean "no primitive" but GL_NONE and GL_POINTS are both defined as 0x0000.

Introducing PRIM_NONE = 0xF which does not clash with any primitive types.
2016-09-06 15:45:10 -04:00
Bastien Montagne
3c29aad787 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_particles.cpp
	source/blender/blenkernel/intern/particle.c
	source/blender/gpu/intern/gpu_shader.c
2016-09-04 16:41:06 +02:00
Alexander Romanov
959b06b3c8 Fix type mismatch causing the buffer overflow in D810 2016-08-30 17:15:26 +03:00
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
Mike Erwin
9d3813e602 Gawain: convenience functions for uniform color
Application code can pass ubytes, Gawain converts to float vec4 expected by shader.

For now the conversion is simple linear. We can add sRGB support later if needed.
2016-08-27 14:10:37 -04:00
Mike Erwin
eb717ee979 Gawain: more immediate mode functions
Scanned Blender code for commonly used glVertex, glColor functions.
Implemented immVertex, immAttrib versions of these to ease transition
away from legacy OpenGL.
2016-08-20 15:09:32 -04:00
Mike Erwin
7e02d335c0 OpenGL: don't poll for errors, rely on KHR_debug
Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError.

I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros.

Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions.

Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon.

The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
2016-08-19 00:52:52 -04:00
Mike Erwin
6b34eed217 Gawain: add v functions to immediate mode
Legacy OpenGL has a matching Vertex3fv for every Vertex3f, and so on. Add something similar to Gawain, just for a few common functions. Might add more as the need arises.
2016-08-16 21:45:17 -04:00
Mike Erwin
b92d76000d fix #includes for GPU debug
Can now build release and debug.

Close to final version in master (which took several commits).
2016-08-16 17:14:42 -04:00