Age | Commit message (Collapse) | Author |
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# Conflicts:
# source/blender/editors/space_sequencer/sequencer_draw.c
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also fix a small issue in GPU_texture_clear.
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Should not break anything! Huh!
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And use manual save/restore mechanism.
The stack method is not used so much to be considered useful.
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This isolate most GL calls to the GL backend. Still a few remains.
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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This make use of the GLStateStack functions for:
- `GPU_blend()`
- `GPU_blend_set_func()`
- `GPU_blend_set_func_separate()`
The goal is to unify them using an explicit state setting.
This will remove the need to use obscure blend functions
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This is just the backend work. It is not plugged in yet because it
needs more external cleanup/refactor.
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We always use 24bit framebuffers nowadays.
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This allow better debugging inside renderdoc.
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Use macro to get calling function name. Helps debugging shaders.
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Now error printing only display the line related to the error.
We also put char marker if present.
Example:
```
-- Shader Compilation Errors : MAMaterial --
10414 | node_fresnel(, facingnormal, viewposition, tmp34);
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| error: syntax error, unexpected ',', expecting ')'
----------------------------------
```
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This is a first step into removing uniforms from GPU_batch and Imm.
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Fix potential issue with nodetree introduced in rB47c6f41b8926.
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This corrects the overlap detection for cloths since in this case kdop26
is used and epsilon represents the distance.
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This mainly removes the bmain argument, which can be
retrieved from the graph itself.
Also, I removed some outdated/unnecessary comments.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8614
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This adds a new brush property called "Deformation Target" which
controls how the brush deformations is going to affect the mesh data. By
default is set to Geometry, which makes the brushes displace the
vertices. When set to Cloth Simulation, the deformation of the brush is
applied to the cloth solver constraints, so the simulation is
responsible to apply the final deformation. This allows to add cloth
simulation effects to other sculpt tools with minor modifications to their
code.
This patch enables Cloth Simulation deformation target for Pose and
Boundary brushes, which are tools that are already designed to work in
low poly counts and produce large deformations. This allows creating the
most common cloth effects, like bending and compressing folds, without
relying on collisions.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8578
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Same concept as the Multires Displacement Eraser Brush but implemented
as a mesh Filter. This allows to delete the displacement of an entire
area uniformly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8608
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Exact same operation as D8509, implemented as a Mesh Filter.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8510
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Removes many drawcalls which might have slowdown the UI.
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This enables the invert mode in the smooth brush as Enhance Details.
The operation is similar to the Sharpen Filter intensify details parameter,
which consist in applying the laplacian smooth displacement in the opposite
direction calculated using the original coordinates.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8509
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# Conflicts:
# source/blender/editors/space_node/node_draw.c
# source/blender/editors/space_sequencer/sequencer_draw.c
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Introduced in: rB20a8edaa725ddbae16179d2f7cea88c097c61615
It broke building on windows, initializing a static may not be done with a function in C.
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The evaluated mesh is now only recomputed when the required data layers
are missing. Previously the evaluated mesh was re-evaluated incorrectly,
which caused the stippled result and the failing assert.
Since now only the evaluated mesh is used, and never a temporary mesh,
there is also no more need to keep track of whether the mesh needs
freeing or not.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8574
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Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8611
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Issue introduced on fe045b2b77dc6d7f0b552619fe824b496d34db6c.
Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.
Reviewed by: dfelinto
Differential Revision: https://developer.blender.org/D8472
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8613
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Issue introduced on fe045b2b77dc6d7f0b552619fe824b496d34db6c.
Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.
Reviewed by: dfelinto
Differential Revision: https://developer.blender.org/D8472
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Previously, the XYZ deform axis of the Mesh Filter were limited to
object space (which is the default for sculpt mode). Now it is possible
to limit the XYZ displacement in Local, Global or View space.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8582
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Differential Revision: https://developer.blender.org/D8607
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Remember to turn this off again when we branch out for the next beta (2.91)
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For 2.90 release this should not be exposed in the RNA API.
In master this needs to be ON by default, that's all.
Differential Revision: https://developer.blender.org/D8589
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The Pass struct is now a Node and the passes are moved from the Film
class to the Scene class.
The Pass Node only has `type` and `name` as sockets as those seem to be
the only properties settable by exporters (other properties are implicit
and depend on the pass type).
This is part of T79131.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8591
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