Age | Commit message (Collapse) | Author |
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sculpt-mode-features
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note, still crashes often... has some memory alloc/free issues
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Following removal from C source code.
See: 8c68ed6df16d8893
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Makes it simple to use NUMA libraries on various platforms.
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C-API is way smaller than the rest of the code which uses it.
So better to conditionally compile stub implementation than
to keep adding ifdef everywhere.
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This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.
See D3120 for details.
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Before now it lived in source/blender/gpu for convenience. Only a few files in the gpu module use Gawain directly.
Tested on Mac, time to push and test on Windows.
Todo: some CMake magic to make it easy to
#include "gawain/some_header.h"
from any C or H file. Main problem here is the many editors that include GPU_immediate.h which includes Gawain's immediate.h -- is there a way to avoid changing every editor's CMakeLists?
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It is not necessary to add MOTO library dependency when we use
WITH_IK_SOLVER (now it uses Eigen) or we use WITH_MOD_BOOLEAN (it was
used by bsp intern library some time ago but it is not present in the
code anymore).
Reviewers: mont29, sergey
Subscribers: mont29, sergey
Differential Revision: https://developer.blender.org/D2477
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You can capture and stream video in the BGE using the DeckLink video
cards from Black Magic Design. You need a card and Desktop Video software
version 10.4 or above to use these features in the BGE.
Many thanks to Nuno Estanquiero who tested the patch extensively
on a variety of Decklink products, it wouldn't have been possible without
his help.
You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
The full API details and samples are in the Python API documentation.
bge.texture.VideoDeckLink(format, capture=0):
Use this object to capture a video stream. the format argument describes
the video and pixel formats and the capture argument the card number.
This object can be used as a source for bge.texture.Texture so that the frame
is sent to the GPU, or by itself using the new refresh method to get the video
frame in a buffer.
The frames are usually not in RGB but in YUV format (8bit or 10bit); they
require a shader to extract the RGB components in the GPU. Details and sample
shaders in the documentation.
3D video capture is supported: the frames are double height with left and right
eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
sample the 3D frame when the BGE is also in stereo mode. This allows to composite
a 3D video stream with a 3D scene and render it in stereo.
In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
performance boost by using 'GPUDirect': a method to send a video frame to the GPU
without going through the OGL driver. The 'pinned memory' OGL extension is also
supported (only on high-end AMD GPU) with the same effect.
bge.texture.DeckLink(cardIdx=0, format=""):
Use this object to send video frame to a DeckLink card. Only the immediate mode
is supported, the scheduled mode is not implemented.
This object is similar to bge.texture.Texture: you need to attach a image source
and call refresh() to compute and send the frame to the card.
This object is best suited for video keying: a video stream (not captured) flows
through the card and the frame you send to the card are displayed above it (the
card does the compositing automatically based on the alpha channel).
At the time of this commit, 3D video keying is supported in the BGE but not in the
DeckLink card due to a color space issue.
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simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
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it's no longer used by any of the parts of Blender.
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Logically it is intern library since being mainly developed by 1.5 blender guys.
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Differential Revision: https://developer.blender.org/D1662
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This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:
- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
of OpenSubdiv is used, making viewport performance as fast as possible.
This also requires graphscard with GLSL 1.5 support. If this requirement is
not met, then no GPU pipeline is used at all.
- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
rendering then CPU limit evaluation API from OpenSubdiv is used. This only
replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
structures exactly the same as they used to be for ages now.
This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:
- Face varying data interpolation is not really cleanly implemented for GPU
in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.
This basically means we'll have really hard time supporting UVs.
- Limit evaluation only works with adaptivly subdivided meshes so far, which
basically means all the points of CCG are pushed to the limit. This gives
different result from old code.
- There are some serious optimizations possible on the topology refiner
creation, which would speed up initial OpenSubdiv mesh creation.
- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
could be generalized.
That's something where Antony and Campbell can help, making it so the code
is structured in a way which is reusable by all planned viewport projects.
- There are also some workarounds in the dependency graph to make sure OpenGL
buffers are only freed from the main thread.
Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from
https://github.com/Nazg-Gul/OpenSubdiv/tree/dev
There are some patches applied in there which we're working on on getting
into upstream.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.
This commit makes it so Cycles and Compositor uses wranglers
from this repositories:
- https://github.com/CudaWrangler/cuew
- https://github.com/OpenCLWrangler/clew
This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.
Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.
For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.
This is mainly platform maintenance commit, should not be any
changes to the user space.
Reviewers: juicyfruit, dingto, campbellbarton
Reviewed By: juicyfruit, dingto, campbellbarton
Differential Revision: https://developer.blender.org/D707
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Goal of this commit is to support NGons for boolean modifier
(currently mesh is being tessellated before performing boolean
operation) and also solve the limitation of loosing edge custom
data layers after boolean operation is performed.
Main idea is to make it so boolean modifier uses Carve library
directly via it's C-API, avoiding BSP intermediate level which
was doubling amount of memory needed for the operation and which
also used quite reasonable amount of overhead time.
Perhaps memory usage and CPU usage are the same after all the
features are implemented but we've got support now:
- ORIGINDEX for all the geometry
- Interpolation of edge custom data (seams, crease)
- NGons support
Triangulation rule is changed now as well, so now non-flat
polygons are not being merged back after Carve work. This is
so because it's not so trivial to support for NGons and
having different behavior for quads and NGons is even more
creepy.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D274
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This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/
Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.
P.S. SVN history shall be preserved for the files.
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This commit adds a small and simplistic C wrapper around boost's locale library as intern/locale, and heavily simplifies/reduces Blender's own i18n code (under blenfont/ dir). And it adds back UI translation on windows' official builds (with msvc)!
Note to platform maintainers: iconv and gettext (libintl) can now be removed from precompiled libs (not gettext binaries, under windows, of course ;) ).
Note to MinGW32/64 users: boost_locale lib has not yet been uploaded for those build env, please disable WITH_INTERNATIONAL for now (hopefully will be fixed very soon, have contacted psy-fy).
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remove CTR c++ classes that are no longer used.
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This commit integrates support of OpenColorIO library into build systems.
It also contains C-API for OpenColorIO library which could be used by Blender.
CMake has got find rules familiar to OpenImageIO's one which makes it easier
for build system to find needed libraries and includes. Scons only could use
explicitly defined paths to libraries and includes.
C-API would be compiled and Blender would be linked against C-API and OpenColorIO
but it wouldn't affect on Blender behavior at all.
OpenColorIO could be disabled by setting up WITH_OCIO to Off in CMake and
setting WITH_BF_OCIO in Scons.
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Carve proved it's a way to go, so the time have came to get rid of old
boolean operation module which isn't used anymore.
Still kept BOP interface but move it to BSP module. At some point it
could be cleaned up further (like perhaps removed extra abstraction
level or so) but would be nice to combine such a refactor with making
BSP aware of NGons.
Tested on linux using both cmake and scons, possible regressions on
windows/osx. Would check windoes build just after commit.
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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cleared som warnings.
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Not all file formats/calls are supported yet. It will be expended.
Please from now on use BLI_fopen, BLI_* for file manipulations.
For non-windows systems BLI_fopen just calls fopen.
For Windows, the utf-8 string is translated to utf-16 string in order to call UTF version of the function.
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This patch adds a new remeshing modifier. The algorithm is based on
the paper "Dual Contouring of Hermite Data", and the implementation
was contributed to Blender by Dr. Tao Ju.
The contributed code is in intern/dualcon, and was modified to compile
under gcc and work on 64-bit systems. Files not needed for Blender
were removed and a small C wrapper was added in order to interface it
with Blender. The rest of the patch is just standard modifier stuff.
Reviewed by Sergey, code review link:
http://codereview.appspot.com/5491053/
The remesh icon was contributed by Zafio:
http://blenderartists.org/forum/showthread.php?240751-Request-for-modifier-icon/page2.
Thanks to everyone in that thread for the icon proposals and
discussion.
Documentation and examples on the Blender wiki:
http://wiki.blender.org/index.php/User:Nicholasbishop/RemeshModifier
In case the history is needed for anything, check the remesh-modifier
branch of this git repository:
https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender
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http://markmail.org/message/fp7ozcywxum3ar7n
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of hardcoded check for cycles. Also some other minor code cleaning tweaks.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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