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2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-07-21DRW: Volume: Fix crash in command line render caused by null texturesClément Foucault
This was caused by the world volume shader needing placeholder textures that were not available until cache populate begins. Adding a check and creating on the fly fixes the issue.
2022-06-07Fix T98091: EEVEE: Volume: Crash caused by non-present gridClément Foucault
This was caused by the `copy_m4_m4` trying to copy the `object_to_texture` from `drw_grid` which was `nullptr`. Fixing this also exposed that rendering such volumes (without any valid grid attributes) is not supported and we should follow what Cycles does. Differential Revision: https://developer.blender.org/D15147
2022-04-22Cleanup: Clang tidy, unused variable warningsHans Goudey
Also remove unnecessary uses of `struct` and add const in one place.
2022-04-19DRW: Volume: Fix warning about unused variableClément Foucault
2022-04-19GPU: Replace `GPUMaterialVolumeGrid` by `GPUMaterialAttribute`Clément Foucault
This is to make the codegen and shading nodes object type agnostic. This is essential for flexibility of the engine to use the nodetree as it see fits. The essential volume attributes struct properties are moved to the `GPUMaterialAttribute` which see its final input name set on creation. The binding process is centralized into `draw_volume.cc` to avoid duplicating the code between multiple engines. It mimics the hair attributes process. Volume object grid transforms and other per object uniforms are packed into one UBO per object. The grid transform is now based on object which simplify the matrix preparations. This also gets rid of the double transforms and use object info orco factors for volume objects. Tagging @brecht because he did the initial implementation of Volume Grids.