Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2016-02-07Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.Brecht Van Lommel
Patch by Ralf Hölzemer.
2016-02-04Support for cubemap reflections in the viewportCampbell Barton
D1756 by @youle, uses existing texture mapping option.
2016-02-02Fix T47207: Material shading incorrectly handles colorramp nodeSergey Sharybin
The issue was introduced by a fix for T44713 which only made GLSL consistent with Cycles. Now we do have conditional averaging or proper luma weighting based on whether we're new old old shading system. Not totally ideal but should work for until we re-design viewport possibly breaking how Blender Internal does implicit conversion.
2016-02-01Fix T47288 Vector transform not behaving correctly with camera space and cyclesAlexander Romanov
2016-01-28Cleanup: warnings & styleCampbell Barton
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
2016-01-24Prevent accidental fall-through in switchCampbell Barton
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
2016-01-22OpenGL: fewer state changes for wireframe PBVHMike Erwin
Wireframe drawing doesn’t use the following GL state, so don’t update these: - ShadeModel - NormalPointer - ColorPointer Normal & color data are still uploaded as part of the interleaved VBO, but those attributes are disabled for wireframe.
2016-01-18OpenGL: remove ARB_fragment_program commentMike Erwin
This a list of OpenGL extensions used. Minus one thanks to kevindietrich’s smoke work! https://developer.blender.org/D1694
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
2016-01-17Revert "Fix compile error in gpu_debug (incompatible-pointer-type)."Campbell Barton
This reverts commit 75cfc81ec39ac9953f25eb0ae5f9e70d3c24ee7e.
2016-01-17Fix compile error in gpu_debug (incompatible-pointer-type).Kévin Dietrich
2016-01-16OpenGL: fixes related to GL_POINTSMike Erwin
I put all usage of GL_POINTS under the microscope. Fixed problems & optimized a couple of spots. - reduce calls to glPointSize by about 50% - draw selected & unselected vertices together for UV editor & EditMesh - draw initial gpencil stroke point the proper size - a few other smaller fixes New policy: each GL_POINTS draw call needs to set its desired point size. This eliminates half our calls to glPointSize (setting it back to its 1.0 default after every draw).
2016-01-10OpenGL Smoke: fix color issue, and clarify meaning of variables in the shader.Brecht Van Lommel
2016-01-10OpenGL: port smoke drawing code to GLSL.Kévin Dietrich
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had to be rewritten. Although this new algorithm has the same behaviour as the old one (view aligned slicing), it works with an arbitrary number of slices (which could eventually be set by the user), which means we can preallocate the buffer. The previous algorithm would slice from the begining to the end of the volume's bbox, and draw the slices as it generates them. Also support for ARB program was removed. Patch by myself, with some minor fixes by Brecht. Reviewers: brecht, #opengl_gfx Differential Revision: https://developer.blender.org/D1694
2016-01-09Cleanup: style, gpu moduleCampbell Barton
2016-01-08Correct warnings from recent cleanupCampbell Barton
2016-01-08OpenGL: remove obsolete version checkMike Erwin
This *should* be the last one in Blender creator. A few still live in BGE.
2016-01-08cleanup: C99Mike Erwin
- tighter scoping - declare vars closer to where they’re used - use more bool
2016-01-08cleanup: C99Mike Erwin
- tighter scoping - declare vars closer to where they’re used - minor spacing cleanup
2016-01-08OpenGL: fix max texture anisotropy checkMike Erwin
Query max supported on init, use that to clamp user-set values.
2016-01-08OpenGL: use best available mipmap gen functionMike Erwin
ARB_framebuffer_object works just like GL 3+ and is the preferred method. Fall back to older EXT_framebuffer_object if necessary.
2016-01-08cleanup: OpenGL commentMike Erwin
Removed reference to GL 1.x since we no longer support that. ES is likely in our future though!
2016-01-07Cycles: Refactor how we pass bounce info to light path node.Thomas Dinges
This commit changes the way how we pass bounce information to the Light Path node. Instead of manualy copying the bounces into ShaderData, we now directly pass PathState. This reduces the arguments that we need to pass around and also makes it easier to extend the feature. This commit also exposes the Transmission Bounce Depth to the Light Path node. It works similar to the Transparent Depth Output: Replace a Transmission lightpath after X bounces with another shader, e.g a Diffuse one. This can be used to avoid black surfaces, due to low amount of max bounces. Reviewed by Sergey and Brecht, thanks for some hlp with this. I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split and Mega kernel. Hopefully this covers all devices. :)
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2016-01-04OpenGL: GPU_legacy_support workaround for nVidiaMike Erwin
nVidia Linux driver reports GL_CONTEXT_PROFILE_MASK = 0, which is a bug. In that case check for the ARB_compatibility extension. Non-buggy drivers will continue to use GL_CONTEXT_COMPATIBILITY_PROFILE_BIT. Thx to Dr Hackerman for reporting.
2016-01-02GPU buffers: Add update functionality for existing buffers.Antony Riakiotakis
Only used for color for now, but we need this for any kind of buffer updates actually. This should get rid of some allocation/deallocation, making vertex painting a bit faster.
2015-12-28Fix opengl error when GLSL is on for basic shader: shader needs to beAntony Riakiotakis
bound before setting uniforms
2015-12-27OpenGL: stipple support added to basic GLSL shaderAlexander Romanov
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
2015-12-23Fix a few warnings with Apple LLVM 7.0.2.Brecht Van Lommel
2015-12-23Fix T47051: cycles viewport textured shadeless draw bug.Brecht Van Lommel
2015-12-15Fix T46936: cycles GLSL should not draw outlines for transparent materials.Brecht Van Lommel
2015-12-13Fix yet one more Intel driver with crappy dfdy support in offscreenAntony Riakiotakis
buffers
2015-12-11Fix T46951: GLSL draw mode missing some textures.Brecht Van Lommel
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-08OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not ↵Brecht Van Lommel
need it.
2015-12-08OpenGL: use extension form of FBOsMike Erwin
FBOs are a GL 3.0 feature but enjoy nearly universal support via extensions. The newer ARB extension brings these features to GL 2.1 without needing an ARB suffix. The older EXT extensions *do* use a suffix. Since we don’t know which is used until runtime, I added the suffix to all functions & enums. Also updated the check to look for the FBO feature set instead of the specific EXT extension.
2015-12-08OpenGL: use sized texture internal formatsMike Erwin
Maybe this is pedantic but I read it’s best to explicitly set the desired component size. Also append “_ARB” to float texture formats since those need an extension in GL 2.1.
2015-12-07OpenGL: remove old version checkMike Erwin
+ minor cleanup
2015-12-07OpenGL: new GPU_legacy_support() functionMike Erwin
Is current context compatible with legacy GL (version 2.1)? My earlier approach -- checking for GLEW_ARB_compatibility -- was not enough. This should always return true if we set our GL context up properly. It will return false when we switch to core profile.
2015-12-06OpenGL: rename simple shader to basic shader.Brecht Van Lommel
2015-12-06OpenGL: isolate fixed function lighting in simple shader code.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-12-06OpenGL: move two sided lighting check into GPU material code.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-12-01Fix out-of-bounds access in recent shader updatesCampbell Barton
2015-11-28OpenGL: remove unnecessarily paranoid bound texture preservation.Brecht Van Lommel
2015-11-28OpenGL: assume GL_TEXTURE_ENV_MODE GL_MODULATE is the default state.Brecht Van Lommel
2015-11-28OpenGL: set OpenGL lights through simple shader API.Brecht Van Lommel
2015-11-28OpenGL: update simple shader API.Brecht Van Lommel
Restore fixed function lighting code for now and control use of GLSL shader with a variable, make light types more clear, reduce state changes, some other minor tweaks.
2015-11-28OpenGL: rename GPU_enable_material to better indicate it's binding shaders.Brecht Van Lommel