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2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-24Cleanup: add missing braces to draw managerCampbell Barton
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-22Cleanp: use single global for draw managerCampbell Barton
Add 'G_draw' for all draw manager globals, avoids adding extern to each file. Connection between `ts` and `globals_ubo` wasn't obvious, now called `G_draw.block` & `G_draw.block_ubo`.
2019-01-15Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLICampbell Barton
Matches `BASE_FROM_SET`.
2018-12-19DNA: move back-face culling to shading popoverCampbell Barton
Overlay options shouldn't be used when overlays are disabled. Move to shading popover, reported as T58070.
2018-12-17Mesh Batch Cache: Port Texture paint wires to new batch requestClément Foucault
2018-12-17Mesh Batch Cache: Optimization & Refactor shaded surface supportClément Foucault
This now only upload data per loops to the GPU, making use of index buffer to draw polygon. This make use of the vertex cache, speed up renders and saves a lot of vram. Update performance is also slightly faster and can even be improved further by updating only uvs or vcol independently. This commits breaks texture paint batches. It will be added back in another commit.
2018-12-17DNA: clear / remove deprecated flagsCampbell Barton
- Clear deprecated flags for ID's: Scene, Sequence, World, Object & Mesh. - Clear deprecated flags for Spaces: outliner, 3D view & image. - Remove unused `Mesh.drawflag` - Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`. - Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas. - Flip `Object.empty_image_visibility_flag` (avoids do-version on each new flag) - Rename 'Backside' -> 'Back' in context of drawing - showing 'Back' makes sense.
2018-11-26Viewport: implement hiding faces in paint modes.Alexander Gavrilov
In 2.79 hiding works in paint modes with selection enabled, so it is a missing feature. This implements it in texture paint overlays and in workbench base shading. Reviewers: fclem Differential Revision: https://developer.blender.org/D3989
2018-11-19EEVEE: Cleanup remove unused shader.mano-wii
2018-11-16Fix crash when rendering a scene first and then goes to eevee preview modes ↵mano-wii
and cleanup The crash only occurs with Intel 3rd generation GPUs. It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-08Eevee: Fix refraction materialsClément Foucault
Fix refraction depth not working without ScreenSpace Refraction. Fix ScreenSpace Refraction masking reflections.
2018-11-07Eevee: Improve Hashed Alpha transparency by reducing noise sizeClément Foucault
This only affect renders and static viewport accumulation. It reduces helps reduce noise when lots of half transparent surfaces overlaps.
2018-11-06Eevee: Fix missing UBO bound if using a muted Shader to RGB node with SSSClément Foucault
This is a nasty bug. Because the node does not get properlly tagged as SSS (sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having SSS). The sssProfile UBO is still declared and we need to bind something to it.
2018-10-30Eevee: Fix clearcoat materials not recieving AOClément Foucault
2018-10-09Eevee: Add support/Fix Object Info nodeClément Foucault
Caveat: Random output does not yet work with instance (dupli) objects.
2018-10-09DRW: Fix volume visibility when object draw type is wire or bboxClément Foucault
2018-10-08Cleanup: use DRW_object_is_* for object checksCampbell Barton
Also use const qualifier for object's.
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-17Eevee: Fix crash when using refraction with alpha clip blend modeClément Foucault
2018-08-08Eevee: Remove per material SSS toggleClément Foucault
This is because we can now optimize the use of SSS on shaders based on socket input values.
2018-08-08Eevee: Use "constant folding" for the principle shaderClément Foucault
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.
2018-08-08Eevee: Remove some of the non-necessary uniformsClément Foucault
The remaining ones are from the attributes linear/srgb switches and from nodes that should be pruned before running their _gpu function.
2018-08-03Eevee: Fix assert with hair drawingClément Foucault
This remove unused clip_block when not needed and the useless ubo bind that were put there for the sake of not crashing.
2018-08-02Eevee: Fix missing UBO binds.Clément Foucault
Some of them are unecessary and should be removed from the shader instead. But for now we need a quick fix for the crashes happening on some platforms. See T55475.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-10Eevee: LightCache: Initial ImplementationClément Foucault
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
2018-07-10DRW: Add new features from lightcache branchClément Foucault
- Change gl_context_mutex to a ticket mutex ensuring interactivity even when rendering. - Add DRW_custom_pipeline for using DRW outside of the viewport and render pipeline. - DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use with DRW_custom_pipeline. - Add possibility to bypass deferred compilation on demand (not User demand). - Add union to access DRWMatrixState members more easily.
2018-07-08Cleanup: rename 'ct' to 'len' for size varsCampbell Barton
2018-06-23Eevee: Fix wrong depth test in main shading pass.Clément Foucault
2018-06-11MetaBall support for Workbench + EEVEEJeroen Bakker
Note: Metaballs only support the first material slot. Splicing it per material would create empty Batches. In order to overcome this we set the batch for other materials to NULL. We added extra checks in EEVEE and Workbench to not draw when the geom is NULL.
2018-06-09Eevee: Improve compilation time (reduce branching).Clément Foucault
This patch reduce the branching in the lamp loop, improving compilation time noticeably (2372ms to 1785ms for the default shader). This should not change the appearance of the shader. Performance impact is negligeable.
2018-06-02DRW: Make the Procedural hair update part of the drawmanager.Clément Foucault
Instead of relying on the engine integration which is redundant.
2018-06-02Eevee: Hair: Make SSR works with hairs.Clément Foucault
2018-06-02Eevee: Cleanup unused GhashClément Foucault
2018-06-02Eevee: Add shadow support for hairs.Clément Foucault
2018-06-02Eevee: Hair: Make hairs visible even if the show emitter option is disabled.Clément Foucault
2018-06-01Workbench: Material specific settings for the specularJeroen Bakker
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
2018-05-30Eevee: Add support for new Hair geometry system.Clément Foucault
This now can shade actual poly strips that mimics cylinders. This makes hair coverage exact compared to the line method and result in smoother fading hair. This does make the sampling a bit more exact but needs more samples to converge properly.
2018-05-29EEVEE: LookDev fadeout to the world horizon colorJeroen Bakker
2018-05-29EEVEE: LookDev use_scene_light draw optionJeroen Bakker
Scene lights are rendered when - v3d is not available - or shading type is other then OB_MATERIAL - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-28EEVEE: lookdev default materialsJeroen Bakker
2018-05-28EEvEE: LookDevJeroen Bakker
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-20DRW: Rename some DRW_STATE_* for more consistency.Clément Foucault
2018-05-15Draw manager: Pass object to hair batch cacheSergey Sharybin
Currently unused, but is required for an upcoming work.
2018-05-15Particle edit: Make visibility check to be per-particle systemSergey Sharybin
This way we can see other particle systems while combing another one.
2018-05-11Draw manager: Add utility function to check whether particle systems are to ↵Sergey Sharybin
be drawn