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2017-08-28Simple CSV mesh loading for tests.strand_editmodeLukas Tönne
File paths are crude and preliminary.
2017-08-26Fix neighbor conflict checks for Poisson disk distribution.Lukas Tönne
The cell size is chosen as r/sqrt(3) (i.e. max. 1 sample per cell), which means that the influence of each cell extends beyond the 1st neighbor. a 5x5x5 box (except the center and corners) needs to be examined to find collisions.
2017-08-26Added a 1-cell margin to the grid dimensions to simplify neighbor lookups.Lukas Tönne
2017-08-26Separate step for mesh sample generators to bind them to a specific mesh.Lukas Tönne
2017-08-25Initial implementation of Poisson disk sampling on meshes.Lukas Tönne
This is still buggy (uneven sample coverage) and needs changes to the sampling system for better threading support. The implementation is based on Bowers, John, et al. "Parallel Poisson disk sampling with spectrum analysis on surfaces." ACM Transactions on Graphics (TOG). Vol. 29. No. 6. ACM, 2010.
2017-08-23Thread-safe implementation of the volume bounding-box raycast sampler.Lukas Tönne
2017-08-23Include other sample generators in tests.Lukas Tönne
Volume bbray method is currently excluded because the implementation is not yet thread-safe.
2017-08-22New gtests for the mesh sampling system.Lukas Tönne
This should test general functionality and consistency of different methods for generating samples. In particular it shoud ensure that threaded variants produce the same samples as unthreaded variants when using the same generator and seeds.
2017-08-21Use a consistent number of RNG steps in both sample generation and skipping.Lukas Tönne
This is to ensure that threaded generator usage creates the exact same results as the non-threaded base version. Further improvements and testing will be needed.
2017-08-20Multithreading support for the mesh sampling library.Lukas Tönne
Samples can be generated either one-by-one using the existing "make_sample" function (which uses a default context), or use the more efficient batch generation functions. These optionally support threading via the task scheduler now.
2017-08-19Fix hair follicle array write/read.Lukas Tönne
2017-08-19Merge branch 'blender2.8' into strand_editmodeLukas Tönne
2017-08-19Removed unused shaders in the draw modes module.Lukas Tönne
2017-08-19Cleanup: remove unneeded includeCampbell Barton
Complicated using GPU_matrix from PyAPI.
2017-08-19Eevee: Bloom: Add Bloom ColorClément Foucault
Moar artistic control yay!
2017-08-19Eevee: Bloom: Add Clamp settingClément Foucault
It's purpose is to limit the amount of light that spread across the screen. Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
2017-08-19Eevee: Fix problem with GPU_texture_generate_mipmapClément Foucault
This function was called to recreate the lower mip level of the probe texture. But this is not it's usage and it introduced a stall. This patch add cubemap mipmap level regeneration in eevee_effects.c
2017-08-18CMake: Boost no longer needed for Audaspace references eitherJörg Müller
2017-08-18Implement control strands generation for basic hair types along surface normals.Lukas Tönne
The default hair group type uses vertex normals to generate guide strands automatically.
2017-08-18Eevee: Convert metallic nodes into princinpled nodesDalai Felinto
And wipe metallic out of the map.
2017-08-18Swap Eevee material output with (Cycles) Material OutputDalai Felinto
Since we started supporting the (Cycles) Material Output old files stopped working. There is no reason to keep the original Eevee material otuput anymore. It includes doversion for old files.
2017-08-18Expose Transparency BSDF for Eevee UIDalai Felinto
2017-08-18Uniform Buffer Objects: More complete padding solutionDalai Felinto
Move floats around when needed to accomodate vec3 arrays efficiently. With this we use slightly less memory when possible. Basically vec3s are not treated as vec4 unless we have no float to use for padding). Reviewers: fclem, sergey Differential Revision: https://developer.blender.org/D2800
2017-08-18Eevee: Rework GTAOClément Foucault
This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
2017-08-18Eevee: Add some utils functionsClément Foucault
2017-08-18Eevee: MinmaxZ: Avoid unecessary conversions.Clément Foucault
2017-08-18GPU_texture : Add RG8 format.Clément Foucault
2017-08-18Eevee: Fix some problem with Glass & Diffuse BSDF with SSRClément Foucault
Diffuse was not outputing the right normal. (this is not a problem with SSR actually) Glass did not have proper ssr_id and was receiving environment lighting twice. Also it did not have proper fresnel on lamps.
2017-08-18Fix ubo vec3 alignment issueDalai Felinto
This fixes the Principled shader in Eevee, among other nodes. Basically before we were treating all the vec3 as vec4 as far as memory goes. We now only do it when required (aka, when the vec3 is not followed by a float). We can be even smarter about that and move the floats around to provide padding for the vec3s. However this is for a separate patch. That said, there seems to be some strong consensus in corners of the internet against using vec3 at all [1]. Basically even if we get all the padding correct, we may still suffer from poor driver implementations in some consumer graphic cards. It's not hard to move to vec4, but I think we can avoid doing it as much as possible. By the time 2.8 is out hopefully most drivers will be implementing things correctly. [1] - https://stackoverflow.com/questions/38172696
2017-08-18PyAPI: Gawain checks for rangeCampbell Barton
Raise error on vert-buffer data overflow. Also exception on attempting to fill data thats already on the GPU.
2017-08-18CMake: Boost no longer needed for AudaspaceCampbell Barton
2017-08-18Fix building w/o AudaspaceCampbell Barton
2017-08-18Audaspace: Moving audaspace 1.3 into extern.Jörg Müller
Deleting the old internal audaspace. Major changes from there are: - The whole library was refactored to use C++11. - Many stability and performance improvements. - Major Python API refactor: - Most requested: Play self generated sounds using numpy arrays. - For games: Sound list, random sounds and dynamic music. - Writing sounds to files. - Sequencing API. - Opening sound devices, eg. Jack. - Ability to choose different OpenAL devices in the user settings.
2017-08-18Cleanup: use lowercase prefix for local API'sCampbell Barton
Also some minor corrections.
2017-08-18PyAPI: Iniital gawain API for PythonCampbell Barton
Wraps vertex-format, vertex-buffer and batch's (enough for drawing). Doesn't yet expose index-buffers or shaders.
2017-08-18RNA: don't register manipulator properties by nameCampbell Barton
Matching behavior for operators.
2017-08-17Gawain: name struct'sCampbell Barton
Needed to reference without first including headers.
2017-08-17Fix blenderplayerDalai Felinto
2017-08-17Merge branch 'master' into blender2.8mano-wii
2017-08-17Remove unnecessary #include "ED_transform.h"mano-wii
2017-08-17Transform: remove unused functionmano-wii
2017-08-17DwM: use batch select for vertex paint modeCampbell Barton
2017-08-16DwM: Use Batch's for drawing selectionCampbell Barton
Use mesh batch cache for mesh selection. Note that we could create the batches and free immediately so they don't take up memory. This resolves a problem where selection was limited to immediate-mode buffer size.
2017-08-16Transform: Move enum `SnapSelect` to `ED_transform_snap_object_context`mano-wii
2017-08-16Support MSVSC 2017 15.3.0 (compiler 19.11)Antonioya
The compiler version has changed in the last VS2017 update to 1911 and the old 1910 version is not working anymore.
2017-08-16Fix zombie manipulators when deleting collection from outlinerDalai Felinto
ND_LAYER and ND_LAYER_CONTENT both need to trigger manipulators updates.
2017-08-16Cleanup: rename GPU gawain functionsCampbell Barton
Were using Batch_ prefix still
2017-08-16Fix T52415: Copy/Pasting a mesh immediately crashes blenderDalai Felinto
Since the paste object is pasted in the active collection, and not on its original one, we need to flush/calculate the new collection base settings (visibility, selectability, ...). DEG_id_tag_update() for the scene now. Though it may be better to tag only the object specific IDs in the future.
2017-08-16Update code comments from DAG_id_tag_update to DEG_id_tag_updateDalai Felinto
2017-08-16Gawain: remove GWN_batch_discard_allCampbell Barton
Use ownership flags instead.