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2014-11-04Fix T42445: Clamp flag has no effect on result value in Math and MixRGB ↵Sergey Sharybin
shader nodes (Blender Render) Quite striaghtforward implementation, with the only weird thing that for some reason my video driver wasn't happy with calling the function "clamp" giving some weirdo shader compilation error messages. Called the GPU function clamp_val which can handle float and vec3.
2014-10-21Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate.Antony Riakiotakis
tangents are directions and should be transformed like directions.
2014-10-11CleanupCampbell Barton
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.
2014-10-07Cleanup to previous commit, we can reuse set_rgb instead of new functionAntony Riakiotakis
2014-10-07Fix T42074, textured lamps influncing other layersAntony Riakiotakis
The solution is to do the multiplication with the energy in the shader after texture application. We might be able to avoid setting dyncol completely, but this needs better investigation. Some shader paths also look a bit redundant. Also, texture mapping is not supported very well for light lamps, might also need investigation.
2014-10-02Fix T42049: Crash exiting /w GL1.1Campbell Barton
2014-09-24gooseberry request:Antony Riakiotakis
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
2014-09-02Fix T41682.Antony Riakiotakis
Bring back shading in texture painting. This works now but it uses 3 texture units instead of two. Most GPUs of DirectX 8 (OpenGL 1.4 should cover that) functionality even should have those, but some old GPUs might not work with that. In any case, I hope we will be moving to OpenGL 2.1 requirement soon anyway where 4-8 texture units are usually the norm.
2014-09-02A bit of a code cleanup in GLSL shaderSergey Sharybin
2014-09-02Support window coordinates in cycles nodes.Antony Riakiotakis
2014-09-02Fix second part of T41068 -- reflection mapping was wrongSergey Sharybin
Few things: - reflect() takes arguments in this order: N, I, it was swapped in the previous code for some reason. - Normal and view vectors are to be normalized. For the view vector we're now using shade_view() in order to deal with the ortho camera. However, Cycles does not support ortho camera for reflection, but this is easy to do in a separate commit. - Reflection vector is to be in the world space. Kudos to Antony Riakiotakis for figuring this out!
2014-08-29Fix T41596 GLSL error on ATIs after clipping workaround commit.Antony Riakiotakis
This was a little difficult to track down, basically it was a missing escape sequence that only manifested itself when GPU did not support bicubic filtering. Extra: * Fix memory leaks when an error occurs in shader compilation * Display full shader when a compilation error occurs. Makes it easier to diagnose if problem is caused by a syntax or compatibility error.
2014-08-27Disable clipping on ATI cards not supporting the clipping workaround toAntony Riakiotakis
avoid software fallback.
2014-08-27Cleanup: remove _DEBUG define usageCampbell Barton
2014-08-22Fix T41068: 3D viewport shading - Material or Window vs. RenderedSergey Sharybin
Checked with Brecht, Cycles indeed expects generated to be in 0..1 space instead of -1..1 as it is in BI.
2014-08-18Fix T41456: soft light texture blend mode zero effectAntony Riakiotakis
Soft light and Linear light blend modes weren't implemented in glsl Reviewers: psy-fi Maniphest Tasks: T41456 Differential Revision: https://developer.blender.org/D744
2014-08-18Fix T41314: OpenGL error when using Cycles engineSergey Sharybin
2014-08-13Fix possible uninitialized var useCampbell Barton
2014-08-12Fix T41414, T41386.Antony Riakiotakis
There were a few issues to fix here: * We did not really unpremultiply float image dabs prior to sending them to the GPU. That made float and byte image result different in texture painting and undoing could change the result. * To make textures nicely composited over the mesh, I used decal mode in OpenGL texture environment for the texture unit. This uses the texture's alpha channel with a nice over operator. * Texture creation used to override the alpha setting due to the display restrictions. Not so anymore, people can now create transparent byte images. Also, made alpha zero default for new textures now, since it has such a nice effect here.
2014-08-12Fix undo in texture painting not refreshing float images in viewport ifAntony Riakiotakis
16 bit float textures was off
2014-08-07Fix crash on dyntopo when show diffuse option + collapse is usedAntony Riakiotakis
Some nodes could end up without any faces and in that case getting a face material would fail.
2014-08-05Cleanup: indentationCampbell Barton
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-19Fix T40658: UV map node not working for GLSL materials.Brecht Van Lommel
2014-07-11Another attempt for T40981, clipping border does not work with GLSL onAntony Riakiotakis
ATIs. This is actually a test to see if this can be enabled on ATI cards. According to various sources, newer ATI cards supporting GLSL 3.0 support gl_ClippingDistance in shaders, which is the forward compatible way to do custom clipping. This fix will bind 6 additional varying variables on ATIs, which may lead to some shaders not compiling due to limiting out of those variables, or to performance degradation. Also I do not have an ATI handy to test. Having those in mind, this commit may well be reverted later. Clipping planes are usually 4 (6 is for cube clipping), but making shaders depend on viewport state is really bad, and would lead to recompilation, so I took the worst case here to avoid that. Hopefully driver does some optimization there.
2014-07-09Attempt to mitigate issue T40981Antony Riakiotakis
Clipping border causes a software fallback on ATIs. We have disabled it in that case but from minor digging on the net seems like Intels support this, so enable.
2014-06-30Fix T40795: Dot output is inverted in viewport with CyclesSergey Sharybin
2014-06-20Fix 2 GLSL errors, with Cycles Hair BSDF.Thomas Dinges
2014-06-14Implement GLSL code for XYZ nodes.Thomas Dinges
2014-06-12Quiet double promotion warning & ws editCampbell Barton
2014-06-10Fix T40498 invalid textures flickering.Antony Riakiotakis
Issue here is most likely sampler uniforms and textures not being updated properly when zero binding is created. Solution for now is to allow zero binding but when this happens use sexy pink invalid texture instead :p.
2014-06-04Fix T40478: wrong cycles fresnel with GLSL materials in the viewport.Brecht Van Lommel
2014-05-30Fix T40078: GLSL Lamp with OnlyShadow makes weird colors in object.IRIE Shinsuke
To prevent only shadow lamps from producing negative colors, shr->diff and shr->spec should've been clamped to positive values after lamp loop.
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.
2014-05-28Fix T40362: Projected texture from spotlight doesn't scale with spotsize ↵Mitchell Stokes
when changed in-game via Python GPULamp::winmat needs to be updated after the spot size has changed.
2014-05-22Mistake naming in recent commitCampbell Barton
2014-05-22Fix for image garbage collection failing to run for render-only viewsCampbell Barton
Check for freeing old images was running per-object, move this to viewport drawing.
2014-05-07Nodes: add absolute value operation to all math nodesMatt Heimlich
Reviewed By: dingto, brecht Differential Revision: https://developer.blender.org/D507
2014-05-05Hidden PBVH nodes:Antony Riakiotakis
Set hidden when rebuilding the PBVH tree if all primitives are hidden.
2014-05-05Attempt to solve T39950,Antony Riakiotakis
Avoid filling up buffers when total buffer triangles are zero. Better still would be to tag a node as hidden when doing recreation of the PBVH tree by checking for any visible elements. Original bug report probably has to do with OpenGL doing something funky but hidden nodes should be tagged as hidden to completely avoid iterating for painting. This is to be done in a later commit. Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to GPU_build_mesh_pbvh_buffers.
2014-05-01Add PBVH debug display, where we can see the PBVH node bounding boxes.Antony Riakiotakis
To enable enter debug value 14. Leaf nodes are green while container nodes are red.
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-29Fix for wrong behavior of 'darken' blend mode with factor.Kevin Dietrich
The formula was not consistent across Blender and behaved strangely, now it is a simple linear blend between color1 and min(color1, color2). Reviewed By: brecht Differential Revision: https://developer.blender.org/D489
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
2014-04-27Code cleanup: const args and arraysCampbell Barton
2014-04-26Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, ↵Campbell Barton
modifiers, nodes)
2014-04-21Fix GLSL after 7765b73f6d20 (Transparent Depth).Thomas Dinges