Age | Commit message (Collapse) | Author |
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Fixes enum-flags having no text w/ property-split
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This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.
DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3575
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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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Makes it more clear whether compute device is Vega 56 or Vega 64.
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Currently unused, but will allow to convert unknown
argument type to a string for reporting and such.
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Caused by commit rB785e8a636a29
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Enabled infinite sharp patches for topology refiner and evaluator,
which allows to have sharp edge at first subdivision level.
Also tweaked crease export from Blender to OpenSubdiv to have more
artistic control over the whole 0..1 range.
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Before that it was only first UV layer which was properly evaluated,
the rest were ignored. Now all layers are being properly handled.
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Currently unused, added for the future and API completeness.
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The idea is simple: do not provide full topology to OpenSubdiv, leave
edges creation to OpenSubdiv itself. This solves issues with non-manifold
meshes which were known to fail, including the ones from T52059.
On a positive side we can simplify our side of converter, keeping code
shorter.
it is still possible that we'll need to ensure all loops has same
winding, but that is less things to worry about.
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Seems it's behaving correct now, surely more tests needed, but
this is required for now to move forward.
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Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's
topology converter expects that there is no loose geometry, otherwise it
is getting confused.
For now solution is to create some sort of mapping from real Mesh vertex
and edge index to a non-loose-index. Now the annoying part is that this
is an extra step to calculate before we can compare topology, meaning FPS
will not be as great as if we knew for sure that topology didn't change.
Loose edges subdivision is different from what it used to be with old
subdivision code, but probably nice feature now is that endpoints of loose
edges are stay at the coarse vertex locations. This allows to have things
like plane with hair strands, without need to duplicate edge vertices at
endpoints.
All this required some re-work of topology refiner creation, which is now
only passing edges and vertices which are adjacent to face. This is how
topology refiner is supposed to be used, and this is how its validator
also works. Vertices which are adjacent to loose edges are marked as
infinite sharp. This seems to be good-enough approximation for now. In the
future we might tweaks things a bit and push such vertices in average
direction of loose edges, to match old subdivision code closer.
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fileno could be a macro which can't take a void pointer.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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This is in preparation of upgrading our library dependencies, some of which
need C++11. We already use C++11 in blender2.8 and for Windows and macOS, so
this just affects Linux.
On many distributions this will not require any changes, on some
install_deps.sh will need to be run again to rebuild libraries.
Differential Revision: https://developer.blender.org/D3568
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not on OpenCL.
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Patch by Stefan, with minor tweaks by Brecht.
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Just basic algebra - because all vectors have the same z coordinate, a lot of terms end up cancelling out.
Not exactly a massive improvement, but it's measurable with Branched PT and a high sample count on the lamp.
Reviewers: brecht, sergey
Reviewed By: brecht
Subscribers: swerner
Differential Revision: https://developer.blender.org/D3540
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Gathers information about object geometry and textures. Very basic at
this moment, but need to start somewhere.
Things which needs to be included still:
- "Runtime" information, like BVH. While it is not directly controllable
by artists, it's still important to know.
- Device array sizes. Again, not under artists control, but is added to
the overall size.
- Memory peak at different synchronization stages.
At this point it simply prints info to the stdout after F12 is done,
need better control over that too.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3566
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We use a hidden window for each offscreen context we need.
On X11 (linux) it does not show any other windows in the OS task bar
but it might be the case on other operating systems (untested).
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There is no reason or justification to have helper functions as
class methods: they do not depend on anything in the class itself.
There are probably more cases like that.
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Allows to catch enumerator values which are missing from being handled.
Also use `const char*`, no need to construct string just to throw it away.
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While changing the shading normal is a great way to add additional detail to a model, there are some problems with it.
One of them is that at grazing angles and/or strong changes to the normal, the reflected ray can end up pointing into the actual geometry, which results in a black spot.
This patch helps avoid this by automatically reducing the strength of the bump/normal map if the reflected direction would end up too shallow or inside the geometry.
Differential Revision: https://developer.blender.org/D2574
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