Age | Commit message (Collapse) | Author |
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also change define checks in BLI_sys_types.h (was warning a lot in linux about unused defines).
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remove MEM_sys_types.h which was a duplicate.
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WM_SIZE is dispatched before full init.
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varibale
already adds an extra step. Also list all features for OpenCL AMD to make testing
easier.
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a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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Now it uses the same (strange) YZ flipping convention.
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* Use advanced shading for nvidia as well, works fine on my Geforce 540M with sm_21.
I tested the files from regression suite.
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* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.
I did a few tweaks to the code and also:
* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
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* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
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* Avoid redundant assignment and use correct Normal for Ray Differentials.
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* Fix a condition in the hair BVH code.
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* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code.
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
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Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
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- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
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* Make sure we have valid geometry data, fixes a crash with Lamp objects.
Reported by lichtwerk in IRC, thanks!
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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Thanks to Miika for pointing this issue out and fixing it.
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results, as if smoke was colliding in an invisible wall.
This was caused by a "hack" Daniel Genrich introduced in his moving obstacles commit in r46050. I suppose it was originally added to prevent issues with too fast moving obstacles, but now it ended up limiting maximum velocity of higher resolution simulations.
Here is an comparision of 184 resolution simulation (simulation area limited by adaptive domain):
https://www.miikah.org/blender/smoke_with_pressure_limit_hack.png
https://www.miikah.org/blender/smoke_without_pressure_limit_hack.png
I now reverted that hack until a better solution is found. Daniel, can you check this out? Pressure was limited to maximum of dt * dx (= dt / res) which doesn't make sense to limit pressure based on grid resolution. Maybe better to limit with a constant factor instead?
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openmp was enabled.
This was a typical threading issue. Move that particular function out of the parallel block.
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* Use M_2PI_F in more places and do multiplication instead of division in gradient texture.
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* Re-use already defined Westin closure class.
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a different function signature. (which evidently works but error prone).
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include conflicts later on.
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often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
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* Remove an unused parameter from Checker texture and correct a typo in license header.
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looks to be the cause of bug [#35415]
we can make this optional.
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* Fix OSL compilation for scene_intersect(), when __Hair__ was disabled.
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* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects.
Only available via OSL, added an example OSL shader to the Templates (Text Editor).
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* Also do pressure interpolation for brush size and spacing.
* Do smoothing of pressure when smooth stroke and sample average is enabled.
* Revert the OS X specific pressure change to pressure ^ 2.5, for low pressure
values like 0.05 it makes the pressure 100x lower, which is problematic. If
we need to adjust the pressure curve it should be done for all platforms.
Still weak:
* Pressure of first touch on tablet is difficult to control, usually it's low
which makes the stroke start out small or soft, but other times not. Finer
event capturing at ghost level would help, along with pressure changes without
mouse movement, but this may also need different paint stroke logic.
* Brush radius is rounded to integers, this gives noticeable stepping.
* Brush falloff is not antialiased, gives noticeable aliasing for small brush
sizes which was always a problem, but is more common with size pressure control.
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* Simplify shaperadius() function a bit to avoid castings.
* Style cleanup 1.f -> 1.0f, to follow rest of Cycles code.
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Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
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* Put render resolution x/y into a function.
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* Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS.
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* Revert part of r56832, if code gets more complicated, it's better to keep it more logical here.
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* Some simplification of closure code (Velvet and Toon).
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OpenCL fixes.
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* Code cleanup, remove unused "resolution" variable from the DeviceTask class, was never used.
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* Use is_zero(a) rather than dot(a, a) == 0, saves some calculations.
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documentation for possible solutions.
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Another issue with the recent Ghost changes here. For some reason key up events
are not coming through when the command key is pressed. I can't figure out why,
for now just always handle them, still fixes the original bug.
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
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* Fix compile error, when building with __KERNEL_SSE__
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interact better with system shortcuts.
This is a special shortcut for switching between views and does not get
delivered directly to our view when we pass it through the application key
event handling path. We only have a single OpenGL view, so there's no need to
pass it on to the application, instead just interpret it directly.
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* Avoid one unneeded division by 1.0f and save one variable assignment.
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