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2022-11-07 Fix T101533: Wrong DoF when a non-camera object is the active cameraMiguel Pozo
Make sure non-camera data is not casted to a Camera pointer. Solution suggested by Damien Picard (@pioverfour).
2022-11-02Refactor: Rename Object->imat to Object->world_to_objectSergey Sharybin
The goal is to improve clarity and readability, without introducing big design changes. Follows the recent obmat to object_to_world refactor: the similar naming is used, and it is a run-time only rename, meaning, there is no affect on .blend files. This patch does not touch the redundant inversions. Those can be removed in almost (if not all) cases, but it would be the best to do it as a separate change. Differential Revision: https://developer.blender.org/D16367
2022-11-01Refactor: Rename Object->obmat to Object->object_to_worldSergey Sharybin
Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
2022-10-30Fix T102126 Regression: Grease Pencil: Broken 2D LayeringClément Foucault
This was because `stroke_id` was not using `vertex_start`. But since `vertex_start` is not 1 based like it used to be, we need to add 1 to it to avoid a fragment depth of `0.0` which would be equal to the background and not render.
2022-10-30Fix T102160: Regression: GPencil gradient fill not workingClément Foucault
Was caused by uvs not being sourced from the correct buffer.
2022-10-26Fix T101925: sculpt color painting not updating with Cycles viewport renderBrecht Van Lommel
* External engines do not use the PBVH and need slower depsgraph updates. * Final depsgraph tag after stroke finishes was missing for sculpt color painting, caused missing updates for other viewports as well as any modifiers or nodes on other objects using the colors.
2022-10-25Cleanup: Curves: Remove GPUTexture wrappers for buffer textureClément Foucault
These are unecessary now that we can bind buffers as textures directly.
2022-10-25Fix T102052 GPencil: stroke outline glitches in object modeClément Foucault
Was caused by an extra point per stroke being drawn.
2022-10-25DRW: Pointcloud: Refactor drawing to remove instancingClément Foucault
This change the attribute binding scheme to something similar to the curves objects. Attributes are now buffer textures sampled per points. The actual geometry is now rendered using an index buffer that avoid too many vertex shader invocation. Drawcall is wrapped in a DRW function to reduce complexity of future changes.
2022-10-24GPencil: Fix missing fillsClément Foucault
For some reason stroke_id needs to be the triangle index, not the vertex index.
2022-10-24GPencil: Fix regression (part3) with edit mode introduced in rB0ee9282b5c51Clément Foucault
Vertex indexing has not been updated and stroke_start usage was wrong. Update all `stroke_start` usage.
2022-10-24Pencil: Fix regression (part2) with stroke buffer introduced in rB0ee9282b5c51Clément Foucault
`vert_len` was being shadowed and index_min & max wasn't correctly set.
2022-10-24GPencil: Fix regression with stroke buffer introduced in rB0ee9282b5c51Clément Foucault
2022-10-24GPencil: Fix regressions introduced in rB0ee9282b5c51Clément Foucault
Batching was broken / disabled and starting indices were wrong.
2022-10-24GPencil: Use indexed rendering instead of instancesClément Foucault
This allows using instancing in other ways, like resources indexing.
2022-10-21EEVEE: Fix ill defined blend in cubemap array workaroundClément Foucault
This fixes some firefly issues on corners of the cubemaps where the blending factors would go above 1 or below 0.
2022-10-19EEVEE: Depth Of Field: Replace ambiguous select with manual checkClément Foucault
This is an attempt to remove a driver bug.
2022-10-19Fix T101896 Eevee: Custom object properties don't work in shader for Curves ↵Clément Foucault
objects Move the material resources binding inside the `DRW_shgroup_curves_create_sub` so that `DRW_shgroup_call_no_cull` extracts the attributes.
2022-10-18Metal: MTLBatch and MTLDrawList implementation.Jason Fielder
MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D16101
2022-10-17FIX T101445: halo Particles are not working.Jason Fielder
color uniform assignment needing to be changed to ucolor was missed. Ref T101445 Reviewed By: fclem Maniphest Tasks: T101445 Differential Revision: https://developer.blender.org/D16236
2022-10-16Fix T99450: Animated Holdout not updating on frame changeLukas Stockner
Problem here was that layer_collection_objects_sync wasn't called when the holdout property is updated due to frame change, so the changed visibility flag was never applied to ob->base_flag. Turns out there's no real reason to handle the per-object holdout property through the layer system. So, instead of merging both the layer holdout and object holdout into base_flag and checking that from the render engines, only handle the layer holdout (which can't be animated, so no issue here) through base_flag and explicitly also check the object holdout in the render engines.
2022-10-13Mesh: Move runtime data out of DNAHans Goudey
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh` with `blender::bke::MeshRuntime`. This has quite a few benefits: - It's possible to use C++ types like `std::mutex`, `Array`, `BitVector`, etc. more easily - Meshes saved in files are slightly smaller - Copying and writing meshes is a bit more obvious without clearing of runtime data, etc. The first is by far the most important. It will allows us to avoid a bunch of manual memory management boilerplate that is error-prone and annoying. It should also simplify future CoW improvements for runtime data. This patch doesn't change anything besides changing `mesh.runtime.data` to `mesh.runtime->data`. The cleanups above will happen separately. Differential Revision: https://developer.blender.org/D16180
2022-10-12Cleanup: EEVEE-Next: Add precision to commentClément Foucault
2022-10-12ImageEngine: Clamp image data to fit half float range.Jeroen Bakker
When image data exceeds half float ranges values are set to +/- infinity that could lead to artifacts later on in the pipeline. Color management for example. This patch adds a utility function `IMB_gpu_clamp_half_float` that clamps full float values to fit within the range of half floats. This fixes T98575 and T101601.
2022-10-12UV: add grid shape source to the uv editor, and add new "pixel" optionChris Blackbourn
This change is part of a wider set of changes to implement Grid and Pixel snapping in the UV Editor. This particular change adds a new third option, `pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`. Maniphest Tasks : T78391 Differential Revision: https://developer.blender.org/D16197
2022-10-11Sculpt: Fix mask from cavity not redrawing viewport with modifiersJoseph Eagar
2022-10-10EEVEE-Next: Fix surface deferred shader compilation in debug modeClément Foucault
2022-10-09Cleanup: Remove data duplication from large array in eevee_camera.hhJesse Yurkovich
Use `inline constexpr` instead of `static const` to prevent these variables from being duplicated in each translation unit that includes the eevee_camera.hh header (was included into 17 different object files with MSVC). Differential Revision: https://developer.blender.org/D16200
2022-10-08Attribute Node: support accessing attributes of View Layer and Scene.Alexander Gavrilov
The attribute node already allows accessing attributes associated with objects and meshes, which allows changing the behavior of the same material between different objects or instances. The same idea can be extended to an even more global level of layers and scenes. Currently view layers provide an option to replace all materials with a different one. However, since the same material will be applied to all objects in the layer, varying the behavior between layers while preserving distinct materials requires duplicating objects. Providing access to properties of layers and scenes via the attribute node enables making materials with built-in switches or settings that can be controlled globally at the view layer level. This is probably most useful for complex NPR shading and compositing. Like with objects, the node can also access built-in scene properties, like render resolution or FOV of the active camera. Lookup is also attempted in World, similar to how the Object mode checks the Mesh datablock. In Cycles this mode is implemented by replacing the attribute node with the attribute value during sync, allowing constant folding to take the values into account. This means however that materials that use this feature have to be re-synced upon any changes to scene, world or camera. The Eevee version uses a new uniform buffer containing a sorted array mapping name hashes to values, with binary search lookup. The array is limited to 512 entries, which is effectively limitless even considering it is shared by all materials in the scene; it is also just 16KB of memory so no point trying to optimize further. The buffer has to be rebuilt when new attributes are detected in a material, so the draw engine keeps a table of recently seen attribute names to minimize the chance of extra rebuilds mid-draw. Differential Revision: https://developer.blender.org/D15941
2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-10-07EEVEE-Next: Use global viewport size instead of DRWView oneClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-10-07GPencil: Use global viewport size instead of DRWView oneClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-10-07Basic: Use global viewport size instead of DRWView oneClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-10-07Overlay: Use global viewport size instead of DRWView oneClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-10-07DRW: Remove screen_vecsClément Foucault
These were only a normalized copy of the XY axes of the inverse viewmat. But since the viewmatrix is always normalized we can use it directly.
2022-10-07DRW: Move clipping planes to their own UBOClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-10-07EEVEE: Move reflection clip plane to local storageClément Foucault
This avoid dependency with the draw view.
2022-10-07DRW: Use view_clipping_distances instead of world_clip_planes_set_clip_distanceClément Foucault
No functional change. `view_clipping_distances` is prefered as it is auto masked.
2022-10-07DRW: Remove view vectorsClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering. The viewvecs can easilly be replace by projection matrix operation. Even if slightly more complex, there is no performance impact.
2022-10-07DRW: Move CameraTexCoFactors to engine specific storageClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering. The CameraTexCoFactors being only valid for a single view, and being only used in very few places, it make sense to move it to the engine side.
2022-10-07DRW: Split ViewCullingData out of ViewInfosClément Foucault
This is in order to reduce the size of ViewInfos and support multi view rendering.
2022-10-06Cleanup: spelling in code commentsCampbell Barton
2022-10-05Cleanup: Clang tidyHans Goudey
Also remove unnecessary struct keywords in C++ files.
2022-10-05DRW: Split ViewProjectionMatrix in order to increase precisionClément Foucault
This also removes the need to compute the persmat and saves some memory from the `ViewInfos` struct. This is needed to allow multiview support. Initial testing found no major performance regression during vertex heavy workload. Test file: {F13610017} Results: | Platform | Master | Split Matrix| | Linux + Mesa + AMD W6600 | 48 fps | 47 fps | | Macbook Pro M1 | 50 fps | 51 fps | | Linux + NVidia 1080Ti | 51 fps | 52 fps | | Linux + Radeon Vega 64 | 25.6 fps | 26.7 fps | Increased precision when far from origin: {F13610024} {F13610025} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D16125
2022-10-04Always initialize MaterialPass (Fixes a crash in mscv)Miguel Pozo
Differential Revision: https://developer.blender.org/D16134
2022-10-04Cleanup: Remove commented out code in ssr_lib.glsl.Jeroen Bakker
2022-10-04Fix T101438: Wrong LOD selection after clamping the mip value (Nvidia)Miguel Pozo
Fix for T101438 Clamping the mip seems to always set it to 9.0. I couldn't find an alternative way to avoid triggering the error (ie. min(mip, 9.0)). In any case, the results with this patch applied look the same to the (correct) ones on AMD. And, since clamping the max mip to a hardcoded value could result in resolution-depended behavior, I guess disabling the clamp should be ok anyway. Reviewed By: fclem Maniphest Tasks: T101438 Differential Revision: https://developer.blender.org/D16129
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03Cleanup: fix source comment/documentation typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D16071
2022-10-03Cleanup: spelling in commentsCampbell Barton
Also replace "dm" for evaluated mesh in some comments.