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2018-07-08Cleanup: rename 'ct' to 'len' for gawainCampbell Barton
2018-07-08Cleanup: rename 'ct' to 'len' for size varsCampbell Barton
2018-07-08Cleanup: abbreviate unsigned types (draw manager)Campbell Barton
2018-06-25Draw: Use more proper particles index lookupSergey Sharybin
2018-06-19Particles: Support changing modifiers during particle edit modeSergey Sharybin
The idea is to only use pointers to particles in original object when creating an edit structure. The derived mesh we get from evaluated object. The rest of the commit is just keeping pointers in sync.
2018-06-15Cleanup: code styleCampbell Barton
2018-06-15Hair editing: Use original object's particles for drawingSergey Sharybin
This allows to rely on brush to update children positions, and avoid tag of object. Makes it way faster to comb with children enabled.
2018-06-07Remove printfsClément Foucault
... it's getting late here.
2018-06-07Fix memleak with GPUhairs.Clément Foucault
2018-06-07Draw: Fix crash when tryign to get procedural textures with modifier disabledSergey Sharybin
Maybe disabled modifier check should be done higher in the call hierarchy.
2018-05-30Cleanup: style/whitespaceCampbell Barton
Also use 'uint'.
2018-05-30Cleanup: whitespaceCampbell Barton
2018-05-30DRW: Add new GPU hair system.Clément Foucault
This new system use transform feedback to compute subdivided hair points position. For now no smoothing is done between input points. This new system decouple the strands data (uv, mcol) with the points position, requiring less update work if only simulation is running. In the future, we can have compute shader do the work of the feedback transform pass since it's really what it's meant to. Also we could generate the child particles during this pass, releasing some CPU time. draw_hair.c has been created to handle all of the Shading group creations as well as subdivision shaders. We store one final batch per settings combination because multiple viewport or render could use the same particle system with a different subdivision count or hair shape type.
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-16Particle System: ported most DerivedMesh → MeshSybren A. Stüvel
There are a few places where DerivedMesh is still used, most notably when calling the (not yet ported) cloth simulation. There is also still the use of Object.derivedDeform and Object.derivedFinal. Those places are marked with a TODO. Some functions in the editors module were copied to accept Mesh. Those already had 'mesh' in the name; the copies are suffixed with '__real_mesh' for easy renaming later when the DM-based functionality is removed.
2018-05-16Particle System: Pass correct particle index when drawingSybren A. Stüvel
Passing the wrong index caused the particles to stop being shown when the first particle dies.
2018-05-15Particle edit: Support children particles display with copy on writeSergey Sharybin
2018-05-15Particle edit: Move cache update to particle batch cache implementationSergey Sharybin
The idea is to allow "regular" strands to update edit cache and hence get the final update strands.
2018-05-15Draw manager: Pass object to hair batch cacheSergey Sharybin
Currently unused, but is required for an upcoming work.
2018-05-15Particle edit: Decouple caches for regular and edit strandsSergey Sharybin
Makes it possible to have children strands to be visible during combing. Actual implementation still needs work though.
2018-05-11Particle mode: Fix memory leak with simple interpolated childrenSergey Sharybin
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.
2018-05-11Draw manager: Use explicit edit structure passed inSergey Sharybin
2018-05-11Draw manager: Get number of cached segments from editSergey Sharybin
This way we know it's in sync with edit mode.
2018-05-11Cleanup: use 'uint' in draw managerCampbell Barton
2018-05-11Cleanup: whitespace, duplicate includesCampbell Barton
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
2018-05-09Draw manager: Use utility function to get particle edit modeSergey Sharybin
Makes it more local where we have to do all the tricky checks.
2018-05-09Draw manager: Add support for cached particle edit pathsSergey Sharybin
Before it was only supporting hair strand paths editing.
2018-05-09Draw manager: Correct edit mode check for particlesSergey Sharybin
2018-05-09Draw manager: allow creation of hair batch cache from edit modeSergey Sharybin
2018-05-09Draw manager: De-duplicate segment countingSergey Sharybin
2018-05-09Draw manager: Completely de-duplicate strands caching for parent and particlesSergey Sharybin
Will make it simple to add strands from edit mode as well.
2018-05-09Draw manager: Move parent particle cache fill into an own functionSergey Sharybin
Should make it fairly simple to make it re-usable by children particles.
2018-05-09Draw manager: Use single function to calculate particles UVsSergey Sharybin
Will allow us to merge two code paths more easily.
2018-05-09Draw manager: Move emit_from checks to interpolation functionsSergey Sharybin
Keeps main function shorter.
2018-05-09Draw manager: Move UVs interpolation of child particles to a functionSergey Sharybin
2018-05-09Draw manager: De-duplicate calculation of parent UVsSergey Sharybin
2018-05-09Draw manager: Make parent and child particles code to be more equalSergey Sharybin
Make parent UVs calculation for simple children to match another block.
2018-05-09Draw manager: More meaningful variable nameSergey Sharybin
2018-05-09Draw manager: Reduce indentation level in particle batch populateSergey Sharybin
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-10DRW: Hair: Use GWN_PRIM_LINE_STRIPS instead of LINESClément Foucault
This means fewer indices to store. That being said, it seems to be a little slower because of the restart index. But that's in the case we would be vertex bound, which is mostly never going to happen.
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.
2018-03-29Draw manager: Cleanup, early outputSergey Sharybin
Do early output and reduce level of indentation.
2017-11-14Cleanup: remove BLI_blenlib from ghash headerCampbell Barton
This causes source files to depend on ghash header for BLI_string/rect/listbase. Also quiet warnings.
2017-06-29Fix warnings in draw_cache_impl filesLuca Rood