Age | Commit message (Collapse) | Author |
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
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Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
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introduced by recent 8adec78ca574f09242aa4588ad04f498f1e074aa
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TODO: swap gl_Vertex for vec3 pos, update smoke setup code
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And one texture1D call.
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Modern GLSL simplifies texture sampling functions. Info about 1D, 2D, 3D, Cube, etc. comes from the sampler type.
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We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
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Since the change to core profile this is no longer supported.
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There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.
(ghost still has reference for the PROFILE, but that's reasonable)
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Dashed requires geom shader, which was not available with older OpenGL,
now that we are on 3.3 we do not need that dummy workaround anymore.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
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Otherwise crash! Called from OpenSubdiv setup code. Might start using this in more places...
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In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions.
OpenSubdiv was the only user; I'll update OSD next.
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Also removed a leftover reference to the old basic-shader-glsl option.
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Now we always use GLSL 3.3, AKA #version 330. Most of the extensions we used are built into OpenGL 3.3 so we don't need them anymore.
Cleaned up comments related to GLSL version.
Part of T49012
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These are always supported now
- instancing as of GL 3.1
- geometry shaders as of GL 3.2
The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
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Display lists are not part of modern OpenGL.
Only BGE used this, and I forced those uses to false. Commented out old BGE logic for reference.
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expected
Renamed the "Transparency" input of the Principled BSDF to
"Transmission" and "Refraction Roughness" to "Transmission Roughness".
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Mainly adding 'wire' suffix to wire/distance drawing func and shader.
Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
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Envelope bones are now pretty much identical to old drawing code.
Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
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This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.
Some notes:
I did not try to implement the 'capsule' approach suggested by @fclem, because:
1. I spent enough time on this already, and finally got something working.
2. I managed to get rid of geometry shader completely.
3. Current approach allows us to use same shader for
distance outline and envelope wire.
It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
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-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
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Would draw without any lighting
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With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
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Follow-up to 0722e41f9ea450be014d667417ff903510be2770 which removed all uses of this struct. Gawain VertexFormat auto aligns attributes as described in @nicholasbishop's performance note.
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