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2019-05-17Eevee / Workbench: Fix hair normalsClément Foucault
Hair normals were not behaving correctly. This corrects their looks and fix the node shader geometry that was showing the flat normal.
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-04DRW: Fix hair count being limited by recent refactorClément Foucault
This was making Autumn being half naked. Issue was introduced by rBe72dc667c4d3
2019-03-19Fix T61475 Particle edit does not render children if path step > 7Clément Foucault
Gives 2 more bits to the segment count. Also subtract 1 because segment count cannot be negative.
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-10Fix T60171: Hair Particles Not Displaying in ViewportClément Foucault
This patch fixes T60171 by adding a dummy read from the `dummy` vertex attribute to `hair_get_pos_tan_binor_time` in `common_hair_lib.glsl`. Confirmed to work on my machine (macOS 10.14.4 Beta, Radeon R​9 M295X). According to my experiments regarding this issue, the problem is triggered when all of the following conditions are met: (a) the shader has no vertex reads; (b) the index buffer is ≥ 256KiB. I can't really give an explanation of this misbehavior because of the video driver's closed-source nature. Reviewers: fclem Reviewed By: fclem Subscribers: zeddb Maniphest Tasks: T60171 Differential Revision: https://developer.blender.org/D4490
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
2018-11-26DRW: Hair: Fix hairs not working properly with duplisClément Foucault
Fix T55355 Instanced hair not working well for EEVEE and workbench
2018-11-20Fix T57891: Radius of strip hair doesn't scale with object scaleClément Foucault
Note that this only works fine with uniformly scaled objects. Otherwise, the hair thickness will vary in a weird way depending on viewing angles.
2018-09-19Merge branch 'master' into blender2.8Brecht Van Lommel
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
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.