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2017-11-16Fix T51210: Draw Manager: Support for Metaball DrawingGermano
Differential Revision: D2914
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.
2017-11-09Rename Scene macros back to their original _NEW less namesDalai Felinto
2017-11-09Cleanup: Use full name for scene_layer in drawSergey Sharybin
2017-11-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/device/device.cpp source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/material.c source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c source/blender/editors/space_outliner/outliner_draw.c source/blender/editors/space_outliner/outliner_edit.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/util/ed_util.c source/blender/windowmanager/intern/wm_files_link.c
2017-10-30Draw Manager: re-enable edit-mesh text overlaymano-wii
2017-10-12Object Mode: Grid: Add a non-hard depth test.Clément Foucault
This adds a custom depth test that have the benefits to glitch less and be more visually pleasing. Downside is that it let the grid pass trough the objects a little. This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away). This patch also includes some cleanups.
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-10-03Object Mode : Fix probe paralax display.Clément Foucault
2017-10-01Compile fixes for MSVC:Andrea Weikert
* missing include for uint typedef * macro syntax error Reviewers: campbellbarton, fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D2863
2017-09-30Object Mode : Add probes data outlines and selectabilityClément Foucault
This required some small changes to the data display shaders so that they match the way the object mode renders them. Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
2017-09-27Object Mode Engine: Small cleanupClément Foucault
2017-09-25DRW : Add new view_update mechanism.Clément Foucault
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25DRW : Add AA to non meshes objects.Clément Foucault
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport. This adds another Multisample Framebuffer and textures (so even more memory required). It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass. It it then blit back to the default_fb so that the rest of pipeline is working as expected. We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-22Object Mode : Add Outline FXAAClément Foucault
Adds a FXAA for smoothing out the extracted outlines. The Post Process Anti Aliasing is only done on the Alpha channel of the outlines. Because of that we need to add bleed the outline color out of the silouhette so the AA'd alpha can blend the right color and not pick black when the alpha is smoothed out of the silhouette. Also because of the AA needs to have clear contrast to work with, I decided to ditch the "bluring" or the occluded outlines. The FXAA adds an overhead of 0.17ms but we gain back 0.22ms * 4 = 0.88ms by removing the blur. The FXAA Implementation is from Corey Richardson (cmr) (D2717). I had to modify it a bit to only filter the alpha channel.
2017-09-22Edit Mesh Mode : Fix GLSL compilation errorsClément Foucault
2017-09-22Edit Mesh Mode: Put AntiAliasing #define into shader include header.Clément Foucault
2017-09-22Edit Mesh Mode: Add a facing falloff effectClément Foucault
This let the user keep track of the shape by fading the center of the object. An Opacity parameter is yet to be added.
2017-09-22Object Mode: Fix outline getting darker during expand steps.Clément Foucault
2017-09-22Edit Mode : Bias Face dot positionClément Foucault
2017-09-22Edit Mesh Mode : Make line smoother.Clément Foucault
This introduce some little artifacts on the border of edges because some pixel with very low opacity does not get discarded and then occlude the face rendered behind if it has not been drawn yet. To fix this. I added an offset in the geometry shader for the edge fixup. This make the artifact only visible on the border of the object if there is a very dense wire region. It's only visible in edge select mode since vertex and face center also hides the artifacts. We can enable this only if AA is enabled but for now it's always enabled.
2017-09-21Depsgraph and collection enable/visibilityDalai Felinto
Iterate over invisible objects too, so lamps can still lit the scene. Also, now you can use a collection to set an object to invisible, not only to visible. For example: Scene > Master collection > bedroom > furniture Scene > View Layer > bedroom (visible) > furniture (invisible) The View Layer has two linked collections, bedroom and furniture. This setup will make the furniture collection invisible. Note: Unlike what was suggested on D2849, this does not make collection visibility influence camera visibility. I will keep this as a separate patch. Reviewers: sergey Subscribers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2849
2017-09-12DRW: Use static list (array) of texture/ubo to track bound textures/ubos.Clément Foucault
This is in order to use the same texture on multiple sampler. Also texture counter is reset after each shading group. This mimics the previous behaviour.
2017-08-22Cleanup: naming for mesh dirty flagsCampbell Barton
- NOCHECK -> ALL - ALL -> MAYBE_ALL Where 'MAYBE_ALL' checks to see if the mesh has changed. This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and going to be updated without any guess-work.
2017-08-15Attempt to fix GLSL errors on Blender startup.Brecht Van Lommel
I couldn't reproduce either, but calling min() with different argument data types and indexing vectors with an index not known at compile time seem likely to cause problems. Ref T52404, T52404.
2017-08-15Cleanup/refactor: no new general arg-less macros enforcing var names please!Bastien Montagne
We do have an history of those pieces of evil in our code, would be nice to get fully rid of it, but at the very least let's not add more of them in new code. :)
2017-08-10Object Mode Engine: Optimize outline passes.Clément Foucault
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity) Could optimize further with textureGather (require OpenGL 4.0).
2017-08-01Cleanup: double promotionCampbell Barton
2017-07-27DRW: Add stats group to eevee and object mode.Clément Foucault
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-07-21Fix T51724: Blender 2.80 EEVEE, Cycles, Clay Black Wall Graphical GlitchSergey Sharybin
2017-07-14Cleanup: long linesCampbell Barton
2017-07-14DwM: Show face-mask overlay even with full-shadingCampbell Barton
Without this face selection would be used but invisible, display this over fully shaded surface.
2017-07-13Use explicit scene_layer variable name for public APISergey Sharybin
2017-07-12DwM: Option to use final material over mode shadingCampbell Barton
Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes.
2017-07-10Fix image empties not drawingLuca Rood
A pointer to the uniform data for the empty drawing was being freed before the actual draw call, which invalidates the uniform. This makes the data only be freed after drawing.
2017-06-27Fix missing globalsBlock in edit mode latice drawingLuca Rood
This was causing lattice vertices not to be drawn.
2017-06-27Implement weight colors for lattices in draw managerLuca Rood
2017-06-27LightProbes: Change 3d view display shape.Clément Foucault
Introduce specific shape for each probe type to easily identify them.
2017-06-26Fix T51559: Update draw cache when changing flat/smooth shadingLuca Rood
This also renames some flags/variables to be more generic for updating purposes. The call used here was previously only used for updating paint data, but as it was reused here, flags and variables were renamed to accomodate more clearly to the new usages.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-06-19Planar Probe: Add UI, 3d view Display and change defaults.Clément Foucault
2017-06-15Probe: Fix display of the Influence of grid probes.Clément Foucault
2017-06-15Probe: fix clip distances showing only for one probe.Clément Foucault
2017-06-15Eevee: Add Grid debug display.Clément Foucault
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-10Probe: Small UI improvmentsClément Foucault
-Better falloff default. -Add clip distance visualisation. -Reformat UI and add a display panel.
2017-06-10Probe: Add object mode volume visualisationClément Foucault
2017-06-09Probe: Add influence display and rework UI.Clément Foucault
2017-06-09Probe: Add initial visualisationClément Foucault