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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.
2018-06-20Studiolight: Spherical harmonicsJeroen Bakker
Compile time option to reduce the level of the SH
2018-06-18Workbench: increased Quality of the diffuse lighting modelJeroen Bakker
- implemented Spherical Harmonics L2 for diffuse shading. TODO: caching the precalculated harmonics so it won't take soo long to open the popover
2018-06-18Refactor: Put ViewportAA as UserPrefJeroen Bakker
By default users want AA in the viewport. For slower systems you want to be able to turn it off. As in the future we would also like to support TAA in the viewport we introduced it as a Max Viewport AA settings. Also removed the drawoption to enable/disable AA per viewport When rendering the AA is always turned on.
2018-06-15Workbench OpenGL render: always render alpha on 1.0Jeroen Bakker
Old implementation rendered alpha to 0.0 for background, but only during deferred rendering. We should attach this to an DNA setting and also let the forward shading respect this. But for now this is a better default
2018-06-15Workbench: Disable AA when doing opengl render.Jeroen Bakker
- OpenGL uses linear space and has its own AA. So we don't calculate when doing opengl rendering.
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.
2018-06-10Workbench: Xray: Optimize and fix implementation.Clément Foucault
There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation.
2018-06-08Workbench: XFlip Matcap per 3D ViewJeroen Bakker
Note: Icons are not yet updated.
2018-06-06T55333 Workbench: Cavity ShaderJeroen Bakker
A cavity shader based on SSAO. Works on all workbench deferred passes. Per 3d viewport the cavity shader options can be set as different shading needed different options. Some global options are in the Viewport Display of the scene like num samples and distance. Experimental: Naming of Ridges and Valleys
2018-06-05Workbench: Matcaps T55291Jeroen Bakker
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
2018-06-04Workbench: Shadows: Fix cap being clipped by far plane.Clément Foucault
This was the last remaining problem with shadow volumes (that I know of). Only extrude until we hit the far plane.
2018-06-03Workbench: Rework hair support.Clément Foucault
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
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
2018-06-013D View: support world background colorCampbell Barton
2018-05-30Removed Object color from workbench. Added Highlights to FLAT shading.Jeroen Bakker
2018-05-30Workbench: Specular HighlightsJeroen Bakker
Added specular highlights for: - Solid studio shading - Texture studio shading
2018-05-27Workbench: Shadow: Refine camera in shadow test.Clément Foucault
Test if all nearplane points are not in front of the shadow BBox.
2018-05-27Workbench: Shadows: Add frustum check and camera occlusion test.Clément Foucault
If the object is manifold and the camera is in the shadow side, we can use the depth fail method to fix the inverted shadow glitch. Unfortunately this does not really work for non-manifold. Implementation details: We try to be as efficient as we can, we precompute camera near plane projected into 2D shadow space so we can test for intersection with the shadow boundbox easily. As the intersection test is done in 2D it's pretty fast. Unfortunately, this means the shadow bounds are all aligned to the same space and are not the smallest bound we could extract.
2018-05-27Workbench: Shadow: Add shader variant for manifold case.Clément Foucault
Totally Manifold objects only require a single increment/decrement of the stencil value. This result in less geometry generated and less overdraw.
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-24Workbench: define to enable/disable revealage buffer.Jeroen Bakker
2018-05-24Workbench: Revealage bufferJeroen Bakker
2018-05-23Workbench: Checkboard pattern for supporting objectsJeroen Bakker
2018-05-23Workbench: When in see through mode, only render depth of active objectJeroen Bakker
in EDIT MODE
2018-05-23Workbench: See throughJeroen Bakker
Unmultiplied the final color during compositing. Same as the revealage buffer would do Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied colors
2018-05-22Workbench: SeeThrough draw optionJeroen Bakker
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect
2018-05-20Workbench: Shadow: Add Depth Fail methodClément Foucault
Also add new debug visualisation. Depth fail method is not used for the moment but has nice benefits. It will be used efficiently in the future.
2018-05-20Workbench: Precompute light direction in object space.Clément Foucault
Avoid 2 matrix multiplication in the shader.
2018-05-15Workbench: Cleaner Shadow edges own shadowJeroen Bakker
2018-05-11Workbench: StudioLight HDRI'sJeroen Bakker
The Studio lights are now loaded from disk. The location is `datafiles/studiolights` they need to be JPG for now. JPG cannot store HDRI color range but they are clamped inside the Workbench engine for speed reason. I didn't select JP2K as it might not be enabled. Users can add upto 20 HDRI files. This limitation is inside the RNA_space.c Currently the icons are calculated when you first open the selection box for the HDRI's. We could add them to a background rendering later. I added 2 test files a sky texture rendered in Cycles and an HDRI from cloud.blender.org.
2018-05-11Cleanup: whitespaceCampbell Barton
2018-05-07Workbench: Texture Shading modeJeroen Bakker
2018-05-053D Viewport: make shading and overlay DNA match UI names.Brecht Van Lommel
We should use consistent naming between the internal code and UI whenever possible, only reason not to is file compatibility.
2018-05-04Workbench: Color selector when in single color modeJeroen Bakker
2018-05-04T54953: Use OCIO for display color managementJeroen Bakker
2018-05-04Workbench: ShadowsJeroen Bakker
Initial review of the shard shadows in the workbench engine. Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged. @fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not. Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP Reviewers: fclem Reviewed By: fclem Tags: #code_quest Differential Revision: https://developer.blender.org/D3198
2018-05-03Workbench: studiolightJeroen Bakker
2018-04-25Workbench: make normal packing optionalJeroen Bakker
2018-04-25Workbench: Added studio lighting to view layerJeroen Bakker
2018-04-25Silhouette Overlap OverlayJeroen Bakker
Added Object Overlap Overlay - Added R32UI support to GPU_framebuffer - Added R32U support to draw manager - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee. Reviewers: fclem, brecht Reviewed By: fclem Subscribers: sergey Tags: #code_quest Maniphest Tasks: T54726 Differential Revision: https://developer.blender.org/D3174
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2018-04-20Workbench: Draw random object colorsJeroen Bakker
Basic implementation hashes the ob->id.name. In the future we should use an golden ratio offset algorithm as it can make a better random palettte.
2018-04-19Workbench: removed per collection object colorJeroen Bakker
Will be part of the collection manager where per collection the ob->col can be set. This currently depends on DepsGraph + CollectionManager. I removed it for now so the code won't influence development
2018-04-19Workbench: drawtype object color from collection to v3dJeroen Bakker
Now every 3d view can have its own solid draw color setting
2018-04-19Workbench: added draw_scene_finish to workbench_materialsJeroen Bakker
2018-04-19Workbench: Option to use Object colorJeroen Bakker
- added `object_color_type` where the user can set if the collection determines the color, or the object will be used for the color. Implemented it as an enum as later this can have a random color option. - moved OB_LIGHTING_* to DNA_view3d_types and renamed it. - Fixed some DRY in workbench_materials.c. Can remove more DRY's but will need to discuss the responsibility of the workbench engine as it might become part of the eevee renderer.
2018-04-19Cleanup: styleCampbell Barton
2018-04-18Workbench: fixed C++ style commentsJeroen Bakker
2018-04-18Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker