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2018-08-12Merge branch 'blender2.8' into hair_guideshair_guidesLukas Tönne
2018-07-31New Grease Pencil object for 2D animationAntonioya
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-02Remove the parent interpolation hair shader and use the transform-feedback ↵Lukas Tönne
shader instead.
2018-06-29Rename "guide" curves to "fiber" curves.Lukas Tönne
Guide curves should be a higher-level concept. All fibers should have their own curve control points, with subdivision on the GPU.
2018-06-15Merge branch 'blender2.8' into hair_guidesLukas Tönne
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.
2018-06-07Wireframe: Change / Optimize the limited wireframe visibility option.Clément Foucault
This make the limited wireframe not a performance problem anymore. However, this does change the number of edges displayed as the threshold is now computed per vertex instead of per edges. For this reason we extended (internaly) the range of the slider so that the users can hide more edge.
2018-06-05Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-06-05Wireframe: Add slider to hide edges from coplanar facesClément Foucault
The default behaviour is to show the same amount of edges as 2.7. The slider makes it possible to show all edges or even less.
2018-06-01Object Mode: Display loose edges if overlays are enables.Clément Foucault
This fix T55280 Loose edges not visible in object mode
2018-05-31DRW: Add wireframe buffer texture generation for wireframe drawing.Clément Foucault
Only OB_MESH is supported for now. Creates a simple index buffer with negative indices if the edges is not a real edge. Also create the buffer texture representation of this buffer along with the pos_in_order buffer texture.
2018-05-27Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-05-27Workbench: Shadow: Use depth fail method for manifold objects.Clément Foucault
Since this method have no failure case for manifold objects, use it.
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-24Only pass export cache to lower level draw functions, do export on higher ↵Lukas Tönne
levels.
2018-05-24Remove unused 'Axes' mode for follicle drawing.Lukas Tönne
2018-05-21Cleanup: Temporarily removed all groom object type code, move it to a ↵Lukas Tönne
separate branch.
2018-05-21Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-05-20Workbench: Optimize Shadows.Clément Foucault
This makes the shadows ~10 times faster in the general case. This only create extrusion geometry on the outline edges. Also we increment or decrement the stencil buffer by 2 for each manifold edge and only by 1 for non manifold. This make the algorithm robust yet less heavy than creating one prism for each triangles.
2018-05-15Draw manager: Pass object to hair batch cacheSergey Sharybin
Currently unused, but is required for an upcoming work.
2018-05-13Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-05-11Fix crash going to edit mode of particles with copy on writeSergey Sharybin
We can not rely on edit->psys, it is not set for particle edit, and there is some logic deeper inside which does different things dependent on that. We need to replace those checks with some some HAIR vs. PARTICLES flag and always set psys pointer.
2018-05-11Particle edit: Initial support of edit with copy-on-writeSergey Sharybin
The idea is that edit mode structure is owned by original object, and used for drawing. This is a bit confusing, especially since path cache is also in that structure and needs evaluated object to calculate cache. In the future we should split edit data from visualization data, but that's bigger refactor.
2018-05-09Draw manager: Implement point selection modes for particle edit modeSergey Sharybin
2018-05-09Draw manager: Initial implementation of key points visualizationSergey Sharybin
Does all points all the time, ignoring the setting in viewport header. This is to be addressed by the next commit.
2018-05-09Draw manager: Start using more explicit API for particle edit modeSergey Sharybin
2018-05-06Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-05-02Eevee: Fix vertex color being in srgb space.Clément Foucault
Now they are properly converted to Linear space before interpolation. Since the only way to get vertex color in eevee and cycles is via the attribute node with the CD_AUTO_FROM_NAME flag, we have to know at binding time which type of buffer will be connected to this auto input. We store this information inside the batch cache (together with the according uniform name) and pass it as uniform to the shader which does conversion if needed. The same shader can then be reused to draw another mesh with different auto layers configuration.
2018-04-15Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-03-29Draw manager: Make particle code drawing closer to old viewportSergey Sharybin
The way how particle state is to be accessed or used did not change in Blender 2.8, so the drawing code should follow old design. This code is somewhat duplicated from drawobject.c, but old draw code is on the way to be removed anyway. This fixes issue with disappearing particles when tweaking number of particles.
2018-01-21Merge branch 'blender2.8' into hair_guidesLukas Tönne
2018-01-10Curve/Surface Display: UV supportmano-wii
2017-12-23Use edit submode for groom overlay rendering.Lukas Tönne
2017-12-21New draw engine for groom edit mode.Lukas Tönne
2017-12-18Merge branch 'blender2.8' into hair_guidesLukas Tönne
2017-12-14Support for Batchs split by material for objects of type Curve, Surface, and ↵Germano
Text **ToDo:** - add vertbuff for UV (what can be adapted from `dl_surf_to_renderdata`)
2017-11-19Additional pass in object mode for drawing hair follicles and guide curves.Lukas Tönne
2017-11-19Merge branch 'blender2.8' into hair_guidesLukas Tönne
2017-11-17Cleanup: warningsCampbell Barton
2017-11-16Fix T51210: Draw Manager: Support for Metaball DrawingGermano
Differential Revision: D2914
2017-11-14Remove the guide_object pointer from HairSystem.Lukas Tönne
Scalp mesh now is passed explicitly to the hair API functions again. The idea is that hair systems can be created in any object and use another object as the scalp. Sharing the same hair pattern should be implemented at a later time, pending a good design for assigning follicles to specific hair systems.
2017-11-10Restructure the hair modifier so external tools define guide curves.Lukas Tönne
2017-11-09Remove the new hair edit mode.Lukas Tönne
The purpose of this branch is to create a new hair system with a dedicated grooming tool, unlike the current direct editing of hair guide curves. The modified bmesh-based strand edit mode is quite complex and distracts from the main purpose of the branch, so its better to remove it for now and implement a new tool.
2017-08-19Merge branch 'blender2.8' into strand_editmodeLukas Tönne
2017-08-16DwM: Use Batch's for drawing selectionCampbell Barton
Use mesh batch cache for mesh selection. Note that we could create the batches and free immediately so they don't take up memory. This resolves a problem where selection was limited to immediate-mode buffer size.
2017-08-14Removed fiber drawing from the strand edit mode to simplify code.Lukas Tönne
For rendering hair fibers the edit mode should just use the underlying data.
2017-08-14Hair drawing data based on the new DNA hair groups.Lukas Tönne
2017-08-03Subdivision of hair fibers for smoother shading.Lukas Tönne
Subdivision works on the parent strands for efficiency. The fibers lengths are based on the final subdivided length of parents, so no changes to the shader are required. This would be nicer with a tesselation shader, but this feature is not available in Blender 2.8.
2017-08-01Hair fiber (child hair) drawing during edit mode, with heavy GPU leveraging.Lukas Tönne
Hair drawing requires fairly large vertex buffers. Vertices also need to be interpolated and displaced according to the control (parent) hairs and hair-style features like curling and clumping. Instead of doing this in advance on the CPU and uploading a large vertex buffer every frame, this work can be done on the GPU for realtime display, because interpolation and displacement are highly parallelizable. The vertex buffers then only need to be uploaded once (as long as strand lengths remain the same). The vertex format can also be very lightweight, requiring only a curve parameter and index (half the size needed for full positions). For interpolating a buffer texture is used in the shader, which contains all information about the control curves (parents) from which to interpolate final vertex positions.