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2018-12-05Fix T58764: solid mode errorClément Foucault
2018-12-05Workbench: Cleanups and reduce shader variationsClément Foucault
Also optimize deferred engine by only outputing material data if needed. This make the bare flat shading mode (no effects) only a depth prepass.
2018-12-05Workbench: Fix workbench broken on some config due to usuned fb slotClément Foucault
This seems to be a driver bug. Only windows + Radeon HD 7500M seems to be affected. Fix can be extended to more config if necessary.
2018-12-05Workbench: Remove unused framebuffer slot.Clément Foucault
2018-12-03Workbench: Encode Roughness and metallic into 8bitsClément Foucault
This reduces the bandwidth + vram usage of workbench even further.
2018-12-03Workbench: Make object ID pass optionnalClément Foucault
We separate the background and foreground shading passes to be able to make the object id pass optionnal if we don't need it. This saves a bit more memory. Also not clearing all rendertargets saves some GPU time too.
2018-12-03Workbench: Reduce VRAM usage depending on modeClément Foucault
We exploit the fact that we are using the metallic workflow for material and pass the metallic parameter instead of the specular color. Pack the front facing bit in the color buffer only for matcap display. Change buffer formats to use less bytes as possible. Also don't request buffers that we won't use. Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting. Includes several cleanups.
2018-12-01Workbench: Don't use alpha channel if not doing renderClément Foucault
Lower Vram usage a bit
2018-11-30Workbench: Add Shadow Focus and change Shadow OrientationClément Foucault
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
2018-11-30Workbench: Cleanups & SimplificationsClément Foucault
* Move the curvature computation to the cavity pass: One can argue it's not the best performance wise (it gets a tiny perf pernalty if it is done alone without the ssao), but it make the code cleaner and reduce considerably the number of shader variation possible. * Lower shader variation to 2^8 instead of 2^12
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
2018-11-28Workbench: Change Studio lightingClément Foucault
This is in order to have more flexible ligthing presets in the future. The diffuse lighting from hdris was nice but lacked the corresponding specular information. This is an attempt to make it possible to customize the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow. * Add cheap PBR to Workbench with fresnel and better roughness support. This improves the look of the metallic surfaces and is easier to control. * Add ambient light to studio lights settings: just a constant color added to the shading. * Add Smooth option to studio lights settings: This option fakes the effect of making the light bigger making the lighting smoother for this light. Smoother lights gets reflected like a background hdri. * Change default light settings to include the smooth params. * Remove specular highlights from flat shading. (could be added back but how do we make it good looking?) * If specular lighting is disabled, use base color without using metallic. * Include a lot of code simplification/cleanup/confusion fix.
2018-11-26Fix T57930 : Wrong hair shading in particle edit modeClément Foucault
Implement strand selection visualisation but without any shading. I think this is not the overlay job to draw the strands shaded. We can already view the children strands shaded for now but we might add an option to draw the shaded strand instead of (or in addition to) the guide strand.
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
2018-11-26Workbench: Add Curvature overlay for better visibility of surface detail for ↵Lukas Stockner
e.g. sculpting The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that. The overlay is disabled at object boundaries to avoid dark lines around objects. Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc. The changes are: - Dynamic filter radius (on high-DPI displays, a radius of two is used) - Options to reduce the strength of both ridges and valleys - Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys) - Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities - Renamed to point out the distinction between it and the SSAO-based cavity overlay Reviewers: jbakker Reviewed By: jbakker Subscribers: billreynish, manitwo, linko, monio Differential Revision: https://developer.blender.org/D3617
2018-11-19Studio Lights: Big CleanupsClément Foucault
* Less Lengthy enum/macro names. * Optimize computation of Spherical Harmonics. * Reduce radiance cubemap size a bit. Higher resolution is not necessary. * Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used). * Do windowing on each component separately instead of using luminance. * Use ITER_PIXELS to iterate on each pixels, using pixel center coords. * Remove gpu_matcap_3components as it is only needed when creating the gputex. * Fix a lot of confusion in axis denomination/swizzle. These changes should not affect functionallity.
2018-10-26Workbench: Fix shadows on macOSClément Foucault
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
2018-09-19Merge branch 'master' into blender2.8Campbell Barton
2018-09-18Cleanup: spellingCampbell Barton
2018-08-20Wrokbench: Add support for maximum drawtype OB_TEXTUREClément Foucault
2018-08-17Overlays: Support for wireframes and edit mode overlay on xray objectsClément Foucault
2018-08-17GPUFramebuffer: Fix wrong stencil clearingClément Foucault
2018-08-14Workbench: Add support for the xray object optionClément Foucault
Xray object can be see through other objects. They cast shadows as well but cannot receive then.
2018-07-24Workbench: Fix missing geometry on Iris 640/630 GPUsClément Foucault
For some reason 32c5972653041a3423122b5a5ae791ef536b87ed broke display of solid meshes in workbench. After some investigation, it seems that the vertex coordinate output is degenerated even if the input is correct and the matrix too. Removing dead code seems to fix the problem. So maybe the GLSL preprocessor is not doing what it should?
2018-07-20Workbench: Add backface culling supportClément Foucault
2018-07-18Cleanup: remove debug comment.Brecht Van Lommel
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
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.
2018-07-16Smoke: Port display to Workbench + object modeClément Foucault
This does not fix the smokesim. It only port the drawing method. The Object mode engine is in charge of rendering the velocity debugging. Things left to do: - Flame rendering. - Color Ramp coloring of volume data. - View facing slicing (for now it's only doing sampling starting from the volume bounds which gives a squarish look) - Add option to enable dithering (currently on by default.
2018-07-10DrawData: Change drawdata to a generic struct shared accross ID typesClément Foucault
This makes tagging much more generic and make the world updates more in line with the new tagging system (Depsgraph).
2018-07-05Cleanup: flag checksCampbell Barton
2018-07-02Workbench: Fix use of uninitialized memory.Clément Foucault
2018-06-29Workbench: remove runtime warningsJeroen Bakker
Added feature check when uploading material uniforms
2018-06-29Workbench: Use less GPU memoryJeroen Bakker
When AA was enabled a new buffer was created. As the composite pass is already done, we can reuse earlier buffers. For the deferred rendering we reuse the color_buffer_tx and for the forward rendering we reuse the transparect_accum_tx.
2018-06-29Workbench: Removed MaterialData UBOJeroen Bakker
Most of the times the materials differ due to the object_id. This was an overhead and resulted in instabilities on Intel graphical cards. This commit will revert the Material Data UBO and replace it with normal uniform.
2018-06-28Workbench: Anti-aliasing refactorJeroen Bakker
- TAA is also enabled for Forward rendering - Uses less GPU memory (removed one history buffer) - TAA is done after the color management - consolidated the aa code between forward and deferred rendering (workbench_effects_aa.c)
2018-06-27Cleanup: styleCampbell Barton
2018-06-27Workbench: Use different samples in AO per TAA iterationJeroen Bakker
Per iteration a different AO samples are used, so the final result is less distorted. Will improve the quality of the image a lot when the cavity option is turned on.
2018-06-27Workbench: Added a quality slider for the viewportJeroen Bakker
Currently only attached to the Anti Aliasing of the solid mode of the viewport. But eventually we could add other options here. Quality setting can be found in the System tab of the userpref. The slider goes from No Antialiasing (0.0 - 0.1) to FXAA (0.1 - 0.25) to TAA8 (0.25 - 0.6) to TAA16 (0.6 - 0.8) to TAA32 (0.8 - 1.0)
2018-06-26Workbench: Tempural Anti AliasingJeroen Bakker
- FXAA is now also done in the workbench_forward engine. - User can enable TAA8 in the userpref by setting their max viewport AA to TAA8. FXAA will still be used when navigating
2018-06-25Cleanup: code styleCampbell Barton
2018-06-21T55570: Moved Texture drawtype as to shading popoverJeroen Bakker
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
2018-06-20T55550: Workbench Shadows are incorrect in first draw cycleJeroen Bakker
Shadows uses the old location for light_direction. Maybe a merge conflict.
2018-06-17Cleanup: codestyleCampbell Barton
2018-06-15Workbench: FXAAJeroen Bakker
- do the FXAA pass after the color management. Be aware that during rendering this is still being done in linear space
2018-06-15Workbench: FXAAJeroen Bakker
FXAA implementation in the deferred renderpass of the workbench. Can be enabled per 3dview. Eventually this will also be a user setting as it is more a system/performance setting than a scene setting.
2018-06-14Workbench: Code cleanup: Double assignmentJeroen Bakker