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2018-02-14Cycles: restore Particle Info Index for now, keep it next to Random.Brecht Van Lommel
It seems to be useful still in cases where the particle are distributed in a particular order or pattern, to colorize them along with that. This isn't really well defined, but might as well avoid breaking backwards compatibility for now.
2017-08-12Fix T52298: hidden lamps still compute shadow buffers in viewport.Brecht Van Lommel
2017-04-14Object Info node support for GLSL mode and the internal renderAlexander Romanov
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
2016-07-04Environment lighting for the GLSL modeAlexander Romanov
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
2016-06-07World space switch for BI nodes.Alexander Romanov
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
2016-05-21Python API: add material to uniforms from gpu.export_shader.Sebastian Ullrich
Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457
2016-03-21Mirror influence of environment texture in Blender viewportAlexander Romanov
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
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
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
2016-01-27World textures displaying for viewport in BI.Alexander Romanov
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
2016-01-23Vector Transform node support for GLSL mode and the internal rendererAlexander Romanov
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
2016-01-17BGE: Allow access to light shadow settings with pythonUlysse Martin
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
2016-01-09Cleanup: style, gpu moduleCampbell Barton
2015-10-153D View: support non-uniform scaled lampsCampbell Barton
D1378 by @youle Non-uniform scaled lamps now cast oval/rectangular shadows, viewport & BGE.
2015-10-10Fix various compiler warnings.Brecht Van Lommel
2015-07-20OpenSubdiv: Commit of OpenSubdiv integration into BlenderSergey Sharybin
This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-14Particle Info node support for GLSL mode and the internal render.Alexander Romanov
With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313
2015-07-03BGE: Add alpha to coverage render mode.Porteries Tristan
This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material. The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render. 4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464 4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463 Reviewers: moguri, kupoman, campbellbarton, psy-fi Reviewed By: psy-fi Subscribers: lordloki, rdb Projects: #game_engine Differential Revision: https://developer.blender.org/D1354
2015-05-21Fix: GPU_shader_export fails /w some lamp attrsCampbell Barton
first/last vars missed some values. D1309 by @NHA
2015-05-12BGE: Adding material IPO support to GLSL materialsMitchell Stokes
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning it up and testing it. Still todo: hardness. I need to figure out how to handle the integer -> float conversion on a dynamic uniform. Reviewers: psy-fi, brecht Reviewed By: psy-fi Subscribers: psy-fi Differential Revision: https://developer.blender.org/D511
2015-05-01Fix T44565 World background artifacts when world shader is void (orAntony Riakiotakis
compilation fails).
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-24BGE: Fix T43592: World GLSLThomas Szepe
This patch will fix the world GLSL (mist, background, ambient) update for the BGE. Reviewers: moguri, brecht Reviewed By: moguri, brecht Subscribers: panzergame Differential Revision: https://developer.blender.org/D151
2015-03-23cleanup: use spaces for alignmentMike Erwin
while studying GPU lib
2015-02-02Adjust GLSL drawing of window coordinates from camera view (use cameraAntony Riakiotakis
bounds instead of window bounds). Fixes remaining part of T43346
2015-01-27Fix T43250, lamp node did not use energy when used with nodes in blenderAntony Riakiotakis
internal. Similar to fix for T42074 we need to multiply with energy -after- texture application.
2015-01-26Code cleanup: use GPUDynamicType instead of intNicholas Bishop
Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1026
2015-01-26Code cleanup: minor comment improvementsNicholas Bishop
Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1026
2015-01-26Code cleanup: give anomymous enum used for CustomData.type a nameNicholas Bishop
Used this in GPU module to clarify what some "ints" really are. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1026
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-11-09GLSL: specular transparency support for Blender internal materialsDontsov Valentin
Reviewed By: brecht Differential Revision: https://developer.blender.org/D781
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-06-30Fix T40795: Dot output is inverted in viewport with CyclesSergey Sharybin
2014-05-30Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.IRIE Shinsuke
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
2014-04-27View3D: Tweak GLSL preview, use only lamps enabled in active render layer ↵IRIE Shinsuke
and material light group. This change makes lighting in GLSL preview more accurate, though it still doesn't support material's "Exclusive" option. Technical note: Changes in view3d_draw.c are not essential, these avoid preparing unused shadow buffers. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D457
2014-04-11Code cleanup: use boolCampbell Barton
2014-04-02Refactor to recent matcap built-ins to not use the built in system.Antony Riakiotakis
Those variables would get declared on fragment shader level and since we use reserved opengl variables, some compilers would throw an error (NVIDIA allows, some ATI compilers may break). Instead, use a separate opengl built-in category especially for them. This works on NVIDIA, and will wait for tests of this commit from ATI users.
2014-04-01Make matcaps suck lessAntony Riakiotakis
This commit does various changes for matcaps: One is taking advantage of drawing with pbvh (which would only happen with dyntopo previously) and drawing with partial redraw during sculpting. The second one is support for masks. To make this work in the special case of multires, which uses flat shading, I use the only available flat shaded builtins in OpenGL 2.0 which are color and secondary color. Abusing colors in that way is also essential for flat shading to work if we are to use pbvh draw in multires, since it is the color that is being interpolated flatly, not the normal (which can only interpolated smoothly). The pbvh drawing code for multires used last triangle element's normal to compute the shading which would only produce smooth results. This could change if we did the shading in the vertex shader for flat shaded primitives, but this is more complex and makes it harder to have one shader to rule the mole. Also increased the brightness of the default diffuse color for sculpting. This should be useful since artists like to tweak the lighting settings and it will give them the full dynamic range of the lights, but also it helps with correct brightness of sculpted matcaps. Reviewers: brecht Differential Revision: https://developer.blender.org/D435
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2013-11-26Fix T37633: duplicate value GPUDynamicType could cause GLSL render issues.Brecht Van Lommel
2013-11-25Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire ↵IRIE Shinsuke
information such as light vector from specified Lamp. For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
2013-04-04Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" ↵Mitchell Stokes
reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
2013-01-13BGE: Adding preliminary alpha shadow support for Simple shadow maps. They do ↵Mitchell Stokes
not work in the viewport nor do they work for Variance shadow maps.
2012-12-11define the size of matrix args for both rows/cols.Campbell Barton
2012-11-06Fixes related to #33087:Brecht Van Lommel
* Fix GLSL memory leak in the (vector) math node. * Fix GLSL math node pow behavior for negative values, same as was done for C.
2012-10-25Fix issue after commit 50282: float texture painting non-color data textures didBrecht Van Lommel
not do correct partial updates, now it remembers if the opengl texture is a non-color data texture or not and takes that into account for the update. Also includes some renaming ncd => is_data for consistency with color space terminology used elsewhere.
2012-09-09Fix #32513: incorrect color management in Material draw mode for Cycles.Brecht Van Lommel
2012-08-30Fix #32404: GLSL normal maps using float images were incorrectly gettingBrecht Van Lommel
color managed.
2012-07-24BGE: Bringing over the dynamic lamp properties fixes from Cucumber (thanks ↵Mitchell Stokes
to Daniel Stokes). This means the following KX_LightObject properties now have support when using GLSL materials (in addition to those already supported): * distance * lin_attenuation * quad_attenuation * spotsize * spotblend