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2017-07-24Eevee: SSR: Add stride and thickness parameters.Clément Foucault
Also polished the raytracing algorithm.
2017-07-24Eevee: SSR: Add fullscreen raytrace.Clément Foucault
2017-07-24Eevee: HiZ buffer: Split into two 24bit depth bufferClément Foucault
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24Eevee: SSR: Add firefly filter and refine noise reduction.Clément Foucault
Push to 9 resolve sample. Add an normalization as an option since it gives harsh limits.
2017-07-24Eevee: Codestyle.Clément Foucault
2017-07-24Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer.Clément Foucault
This prevent black reflection when initializing SSR.
2017-07-24Eevee: SSR: Add mipmap filtering and bias to reduce noise.Clément Foucault
Also fix the roughness factors.
2017-07-24Eevee: Fix glossy node roughness.Clément Foucault
2017-07-24Eevee: SSR: Don't block the ray if tracing behind object.Clément Foucault
This requires to check for backface after a hit.
2017-07-24Eevee: SSR: Add per pixel resolve of multiple rays.Clément Foucault
2017-07-24Eevee: SSR: Add roughness random rays.Clément Foucault
2017-07-24Eevee: SSR: Add double buffer so we can read previous frame color.Clément Foucault
Also add simple reprojection and screen fade to the SSR resolve pass.
2017-07-24Eevee: SSR: Make raymarch step bigger.Clément Foucault
2017-07-24Eevee: Fix Shader compilation.Clément Foucault
2017-07-24Eevee: SSR: Add simple raytracing.Clément Foucault
Still imprecise.
2017-07-24Eevee: Fix clip/hashed alpha prepass/shadow crash.Clément Foucault
2017-07-24Eevee: SSR: Encode Normal in buffer and add cubemap fallback.Clément Foucault
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24Eevee: SSR: Output ssr datas to buffers.Clément Foucault
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-24Eevee: Ssr: Add ssr id to glossy nodes.Clément Foucault
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-24Initialize scene layer for evaluation context used by preview rendererSergey Sharybin
Ideally need to clean and sane and impossible-to-break way of making sure evaluation context is fully initialized, but that would need some thoughts and experimentation.
2017-07-24Render preview: Always make sure all ID datablocks references by objects are ↵Sergey Sharybin
in bmain Otherwise we'll have confused dependency graph builder, which wouldn't be able to build proper graph. Didn't find a way to avoid world copy here, we can probably escape with some shallow copy here, but that will currently complicate code a lot. Ideas to consider here: - Use shallow copy of existing world after new ID management API is in place. Downside would be thread safety, kind of nice to have everything local. - Switch depsgraph away from ID_TAG and do hash lookup or so. This will slow down depsgraph builder, but will make code more reliable.
2017-07-24Manipulator: view-selected supportCampbell Barton
Only applies to selected manipulators (currently not used for regular manipulators).
2017-07-24Manipulator: Expose Context.manipulator_groupCampbell Barton
Needed for operators run by the manipulator keymap so they can access their selected manipulators.
2017-07-24Manipulator: handle keymaps for selected itemsCampbell Barton
Was only handling keymap items when the cursor was hovering over a manipulator.
2017-07-23Manipulator: setup_keymap callbackCampbell Barton
Also remove manipulator_group argument, the info's in the class.
2017-07-22Manipulator: use select keymap when enabledCampbell Barton
2017-07-22Fix error in previous mergeAaron Carlisle
2017-07-22Merge branch 'master' into blender2.8Aaron Carlisle
2017-07-22Transform: remove unused argumentmano-wii
2017-07-21UI: Add Open Image button to Mask Stencil Image panelAaron Carlisle
In the future we should make these two buttons on one line However because we need `gen_context = 'PAINT_STENCIL'` this is a little hard and we need to find a proper solution. One might be using `context_pointer_set` Patch by @craig_jones with edits by @blendify Differential Revision: https://developer.blender.org/D2710
2017-07-21UI: Add Open Image button to Mask Stencil Image panelAaron Carlisle
In the future we should make these two buttons on one line However because we need `gen_context = 'PAINT_STENCIL'` this is a little hard and we need to find a proper solution. One might be using `context_pointer_set` Patch by @craig_jones with edits by @blendify Differential Revision: https://developer.blender.org/D2710
2017-07-21Merge branch 'master' into blender2.8mano-wii
# Conflicts: # source/blender/editors/transform/transform_snap_object.c
2017-07-21Another solution to bug T38358 and relatedmano-wii
Moving the ray_start_local to the new position does not lose as much precision as moving the ray_org_local to the corresponding position. The problem of inaccuracy is within the functions: `bvhtree_ray_cast_data_precalc` and` fast_ray_nearest_hit`. And not directly in the values of the rays.
2017-07-21Fix manipulator handles getting added each refreshCampbell Barton
The same manipulator map handler would accumulate, slowing down interactions.
2017-07-21Fix compilation error with Collada enabledSergey Sharybin
2017-07-21Merge branch 'master' into blender2.8Sergey Sharybin
2017-07-21Fix strict compiler warning in BGE when linking directly to SDLSergey Sharybin
2017-07-21Fix function declaration of some modifiersSergey Sharybin
Those functions did not use evaluation context. Also fixed lots of unused variables warnings caused by commented out code which needs to be ported away from DerivedMesh and to evaluation context.
2017-07-21Depsgraph: Cleanup, remove unused function argumentSergey Sharybin
2017-07-21Fix compilation error with smoke and rigid body disabledSergey Sharybin
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-07-21Depsgraph: Fix missing material update when changing links in node treeSergey Sharybin
2017-07-21Fix T51724: Blender 2.80 EEVEE, Cycles, Clay Black Wall Graphical GlitchSergey Sharybin
2017-07-21Merge branch 'master' into blender2.8Sergey Sharybin
2017-07-21Fix T52134: New depsgraph crashes when evaluating several psys on from objectSergey Sharybin
2017-07-21Fix strict compiler error after recent UI changesSergey Sharybin
2017-07-21Fix T52136: Blender segfault (stack overflow most certainly) when converting ↵Bastien Montagne
to mesh. Stupid mistake in own recent refactor.
2017-07-21UI/floats: Reduce our UI_PRECISION_FLOAT_MAX by one to avoid most rounding ↵Bastien Montagne
issues. The way we use it, UI_PRECISION_FLOAT_MAX is actually + 1 to get total number of digits, and float only has 7 meaningful digits, so that define shall be at 6.
2017-07-21Set face-map to active when selectingCampbell Barton
It was annoying have to use select operator to know which facemap applies to the active face. This behavior follows materials.
2017-07-21Fix a few harmless maybe uninitialized warnings with GCC 5.4.Brecht Van Lommel
GCC seems to detect uninitialized into function calls now, but then isn't always smart enough to see that it is actually initialized. Disabling this warning entirely seems a bit too much, so initialize a bit more now.