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2016-10-30Viewport smoke: add support to render the volume using a color ramp.Kévin Dietrich
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
2016-10-10OpenGL: remove GLSL support query (it's always supported)Mike Erwin
2016-09-30UPBGE: Fix crash when calling shade_light texture when mtex has no tex.Ulysse Martin
2016-09-21fix for potential pitfall with glMatrixModeMike Erwin
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.
2016-08-30Fix T49201: Mesh with OpenSubdiv subsurf and a texture disappears in ↵Sergey Sharybin
Material viewport mode
2016-08-28Fix T47639: OpenGL render with smoke and fire incorrect when usingKévin Dietrich
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).
2016-08-16Fix redundant declarations after recent changes in GPU debugSergey Sharybin
2016-08-15OpenGL: ignore deprecated API warningsMike Erwin
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.
2016-08-15Fix OpenGL backtrace build errors, without disabling warnings.Brecht Van Lommel
2016-08-15Tentative compile fix after recent gpu debug changesJens Verwiebe
2016-08-15OpenGL: backtrace on errors (--debug-gpu)Mike Erwin
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.
2016-08-15OpenGL: enhance debug outputMike Erwin
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.
2016-08-09Bugfix. glDisable with bad enum argument in GPU_texture_unbindAlexander Romanov
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
2016-07-27Fix T48829: Memory leak on Blender ExitSergey Sharybin
It was possible to have missing outlink but GPUNodes in material.
2016-07-22OpenSubdiv: Initial support of UV maps in material shading modeSergey Sharybin
2016-07-20OpenSubdiv: Initial work to support UV maps in textured OSD viewportSergey Sharybin
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 :)
2016-07-14Cleanup: comment blocksCampbell Barton
2016-07-14Cleanup: styleCampbell Barton
2016-07-07Cleanup: spelling, styleCampbell Barton
2016-07-06Cleanup: redundant 4th index in sculpt PBVHCampbell Barton
Since moving to MLoopTri this is no longer needed.
2016-07-04Fix a few compiler warnings on OS X / clang.Brecht Van Lommel
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.
2016-07-04Environment 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
2016-06-25GPU: move select index code out of WMCampbell Barton
This avoids bad-level calls.
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-06-10Fix GPU logical error changing stippleCampbell Barton
2016-06-09GPU: only call glShadeModel when neededCampbell Barton
2016-06-09GPU: avoid multiple bind calls in GPU_draw_pbvh_buffersCampbell Barton
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
2016-06-09Flat shading for basic shaderAlexander Romanov
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
2016-06-09Compilation error fix after recent cleanupSergey Sharybin
Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;)
2016-06-08Cleanup: GPU arg wrappingCampbell Barton
2016-06-08Cleanup: GPU headersCampbell Barton
2016-06-07GPU: Fix triple buffer w/ basic glsl shaderCampbell Barton
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-07GPU: make using the glsl basic-shader a flagCampbell Barton
This allows for it to be more easily tested.
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
2016-06-02Fix T47637: Multiple multires objects in Sculpt mode make blender crash.Bastien Montagne
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*!
2016-05-31Properly handle vertex color color space for Cycles GLSLSergey Sharybin
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
2016-05-27OpenGL: use EXT version of FBOsMike Erwin
Blender 2.7x supports OpenGL 2.1 which has FBO only as an extension. It was working fine, but this is more correct.
2016-05-23Fix for all OpenGL lights affecting Cycles viewport, regardless of their ↵Sergey Sharybin
Enabled state Was a regression since e1b8a5d. Probably not very optimal fix, but better than a regression anyway.
2016-05-23Support Vertex Color in GLSL viewport for CyclesSergey Sharybin
The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022
2016-05-21Python API: add material to uniforms from gpu.export_shader.Sebastian Ullrich
Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457
2016-05-20Fix GLSL shader failing to compile on OSXSergey Sharybin
Bit operations are not supported on legacy profile of OSX.
2016-05-05Simplify scanline threaded processor used by GPU_verify_imageSergey Sharybin
Just avoid some unneeded initialization functions when the threaded processor is simple enough to only depend on current chunk start scanline and number of scanlines.
2016-05-05Fix typo in previous commitSergey Sharybin
Thanks Julian Eisel (Severin) for the heads up!
2016-05-05Optimization for initial display of high res textures in viewportSergey Sharybin
Multi-thread all the color space conversion operations. Gives speedup from 0.8 to 0.1 seconds on a model with 4k etxture on it.
2016-04-29Cleanup: warnings. spellingCampbell Barton
2016-04-27Code cleanup: minor cleanups for GPU_link return values, normal map node.Brecht Van Lommel
2016-04-15Fix T48157: 3D view's depth of field isn't displayed correctly with scene ↵Bastien Montagne
units scale. focus distance is given in BU, no need to scale it at all.
2016-04-08Fix broken by D1880 line stipple deactivationAlexander Romanov
2016-04-08Wide lines + line stipple deprecated API replacementAlexander Romanov
The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade. For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture. There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular). But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions. Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls. At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings. Don't forget to set USE_GLSL to true for testing. Alexander Romanov (Blend4Web Team) Reviewers: merwin, brecht Reviewed By: merwin, brecht Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1880
2016-03-30Fix T47940: Custom bone shapes, select error w/ Open NVidia driversCampbell Barton
Latest nouveau drivers have a bug here, use occlusion queries.