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This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
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Only a few are kept not available as their features are not yet supported.
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This is useful when using an armature as a camera rig, to avoid creating and
targetting an empty object.
Differential Revision: https://developer.blender.org/D7012
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It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.
Also remove note in best practices page & update `tests/python/pep8.py`.
If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py
Or using `# nopep8` for to ignore for individual lines.
Ref T98554
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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This allows real world cameras to be modeled by specifying the coordinates of a
4th degree polynomial that relates a pixels distance (in mm) from the optical
center on the sensor to the angle (in radians) of the world ray that is
projected onto that pixel.
This is available as part of the panoramic lens type, however it can also be
used to model lens distortions in projective cameras for example.
Differential Revision: https://developer.blender.org/D12691
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No need for a sub-panel when there is just one setting.
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Remove unneeded extra column from perspective type properties.
Maniphest Tasks: T77957
Differential Revision: https://developer.blender.org/D8060
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Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
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Using the currently active movie clip had different names in the interface:
In scene context it was "Active Movie Clip", in Camera Background Images it was "Camera Clip", in Constraints it was "ActiveClip".
I made all those instances use "Active Clip", which is descriptive enough and also the shortest of the three.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D5400
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There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
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Quiet's pylint W0613 warning, also remove some unused args.
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Flow layout needs columns defined to work properly
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Flow layout needs sub-layouts to properly identify 'cells' of its grid.
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Before we were using a very inconsistent toggle-menu for this. Just use standard UI here instead.
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Confusing to call a menu a panel when subclasses need to define
panel specific variables.
Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
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Use correct hierarchical nesting in camera and mesh obdata properties
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rB55c281415b67 removed 'BLENDER_RENDER' as a COMPAT_ENGINE but the
cycles addon checks for this in its get_panels() function.
Adding this back for now.
Reviewers: brecht, billreynish
Maniphest Tasks: T61499
Differential Revision: https://developer.blender.org/D4346
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Also contains some code typo fixes (mostly, adtaptative -> adaptive,
former is nearly innexistant in English, let's stick to simple valid
words ;) ).
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Differential Revision: https://developer.blender.org/D4098
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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* Viewport Display always last before Custom Properties.
* DoF panel second as it's changed more often than Camera sensor width.
* In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
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Differential Revision: https://developer.blender.org/D3739
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See T56648.
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Prepare for keyword only args
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It's not necessary anymore since we assume it's always high quality.
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This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
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Matches all other panels with Viewport properties
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Also close Preview panel for lights by default and move World custom props last
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Using panels for presets printed warnings for classes named as menus.
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Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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The fix bit is the split.
But since we are using col.separator() left and right we need this as well.
I still don't think the separators are the way to go, yet may as well be
consistent with the current design in place, thus the extra separator here too.
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patch by @billreynish w/ minor edits
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ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
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