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2016-06-07GPU: Fix triple buffer w/ basic glsl shaderCampbell Barton
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-07GPU: Fix for glDrawPixels drawing w/ glsl shaderCampbell Barton
The basic shader needs to be temporarily disabled in this case. Add macros for temp store/restoring the state.
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*!
2016-06-01GLSL: Attempt to fix errors in setting UV attributesSergey Sharybin
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
2016-05-31Cycles GLSL: Make it work with software opengl modeSergey Sharybin
2016-05-31Fix T48553: Cycles GLSL Box projection produces strong artifactsSergey Sharybin
2016-05-30GLSL: Fix voronoi texture giving different results form renderedSergey Sharybin
2016-05-30Support all Cycles image texture projections in the GLSL viewportRalf Hölzemer
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node. Reviewers: sergey Projects: #nodes, #opengl_gfx Differential Revision: https://developer.blender.org/D2036
2016-05-30GLSL: Fix magic colors being offSergey Sharybin
2016-05-30GLSL: Brick texture uses bit operations, which seems to be a failure on some ↵Sergey Sharybin
Intel cards
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.
2016-05-26Cleanup: glsl styleCampbell Barton
2016-05-24Cleanup: indentationCampbell Barton
2016-05-23Enable correct GLSL output for cycles normalmap nodeRalf Hölzemer
See T48453 for details and test scenes Reviewers: a.romanov, sergey Reviewed By: a.romanov, sergey Projects: #opengl_gfx, #nodes Differential Revision: https://developer.blender.org/D2011
2016-05-23Add TODO about vertex color linearization to GLSL codeSergey Sharybin
It's not really clear at this moment how we can detect cases when attribute needs linearization. For now added a comment so we don't forget about this, hopefully.
2016-05-23Fix wrong vertex color in BI GLSL modeSergey Sharybin
The issue was caused by recent normalization added to the GLSL attributes.
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.
2016-05-23Cleanup: glsl indentation, line lengthCampbell Barton
2016-05-23Code cleanup, stick closer to a blender code style in GLSL shaderSergey Sharybin
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
2016-05-22Support Musgrave texture for Cycles GLSL viewportSergey Sharybin
Only for non-OSX viewport!
2016-05-22Fix missing Ignore option for GLSL bumpSergey Sharybin
2016-05-22Cycles: Support bump mapping in GLSL viewportSergey Sharybin
This commit implements Bump node in GLSL, making it possible to see previews of bump mapping in viewport without need to render. Nothing really fancy going on here, just uses internal dFdx/dFdy functions to get derivatives of the surface and map itself. Quite basic but seems to behave correct-ish. This commit also makes Displacement material output to affect viewport shading by re-linking unconnected Normal input to a node which was used for displacement output (via Bump node). Intention of all this is to make it really easy to do bump map painting with Cycles as an active render engine. Reviewers: campbellbarton, mont29, brecht, psy-fi Reviewed By: brecht Subscribers: Blendify, eyecandy Differential Revision: https://developer.blender.org/D2014
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.
2016-05-20Support Cycles wave texture in GLSL viewport.Thomas Dinges
2016-05-20Support Cycles noise texture in GLSL viewportSergey Sharybin
2016-05-20Cleanup: Don't use f suffix for values in GLSLSergey Sharybin
Was giving an issues in the past, will avoid it for now.
2016-05-20Support voronoi texture in GLSL shadingSergey Sharybin
It gives some slight differences on the plane corners, but can't really figure out source of the issue here yet. It's still better than fully white texture for the previews anyway. At this point we should perhaps ifdef chunks of the code in order to have faster GLSL compilation and probably even faster compiled code. Will look into this shortly.
2016-05-20Support Cycles magic texture in GLSL viewportSergey Sharybin
2016-05-20Support gradient Cycles texture in GLSL viewportSergey Sharybin
2016-05-20Support Cycles brick texture in GLSL viewportSergey Sharybin
2016-05-20Support Cycles's checker texture in GLSL shadingSergey Sharybin
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
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
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
2016-04-06Cycles: Fix compilation error of Hair BSDF GLSL shaderSergey Sharybin
2016-04-04Smoke: Don't use `min` as an uniform nameSergey Sharybin
This is an attempt to fix report T47991.
2016-03-30Fix T47940: Custom bone shapes, select error w/ Open NVidia driversCampbell Barton
Latest nouveau drivers have a bug here, use occlusion queries.
2016-03-27Fix T47697: Smoke simulation doesn't work in viewportSergey Sharybin
Seems to be a division by zero error. Should be safe for an upcoming 'a' release.
2016-03-27Cleanup: Silence some compiler warningsSergey Sharybin