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2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-11-27Cleanup: Remove BIF_gl.hJeroen Bakker
BIF_gl.h included hacks like redefining glew functions and a constant. The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h` Reviewed By: brecht Differential Revision: https://developer.blender.org/D5860
2019-11-11Merge remote-tracking branch 'origin/blender-v2.81-release'Dalai Felinto
2019-11-11Fix T71461: Add IN_PLACE_INSTANCES to `part_prim` and `part_axis` object ↵Kevin Buhr
mode particle shaders For `Particle Properties -> Viewport Display -> Display As` set to circle/cross/axis, particle instances are associated with a single resource handle (and, in particular, a single model matrix), so define `IN_PLACE_INSTANCES` to get the right index for `ModelMatrix` and `ModelInverseMatrix` in the shader. Differential Revision: https://developer.blender.org/D6220
2019-11-06Merge remote-tracking branch 'origin/blender-v2.81-release'Dalai Felinto
2019-11-06Viewport: Fix stereo 3d camera framings when pivot is not centerDalai Felinto
As reported by Clément Foucault. This is a small thing but since we are refactoring the draw manager for the next blender is nice to have it fully working before the refactor for comparison. Note: Camera volume and render were both fine, the camera frame is the one thing that was not working. Also in toe-in the convergence plane is always facing the original camera orientation. It is a known small annoyance.
2019-11-02Merge branch 'blender-v2.81-release'Campbell Barton
2019-11-02Fix T48034: Camera image offsets were scaled by image aspectCampbell Barton
Offset now matches Blender 2.7x.
2019-10-31Merge branch 'blender-v2.81-release'Pablo Dobarro
2019-10-31Fix EEVEE sculpt mask renderingPablo Dobarro
Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6080
2019-10-17Volumetric: Debug Voxel Size and LocationJeroen Bakker
When displaying the voxel size for an adaptive domain the resolution of the adaptive domain was used to calculate the world size of the voxel. This patch changes this to use the initial size of the domain. When using adaptive domain the overlay was not rendered in the right place. Thanks to sebbas for part of the patch! Reviewed By: sebbas, fclem Differential Revision: https://developer.blender.org/D6076
2019-10-17Volumetric: Debug Voxel Size and LocationJeroen Bakker
When displaying the voxel size for an adaptive domain the resolution of the adaptive domain was used to calculate the world size of the voxel. This patch changes this to use the initial size of the domain. When using adaptive domain the overlay was not rendered in the right place. Thanks to sebbas for part of the patch! Reviewed By: sebbas, fclem Differential Revision: https://developer.blender.org/D6076
2019-10-17Cleanup: spellingCampbell Barton
Also remove historic bftgl reference.
2019-10-16Fix T68380 Skin modifier root not displayedClément Foucault
2019-10-16Fix T70543 Rigid Body Collision Shape Not Displayed In ViewportClément Foucault
2019-10-10Fix T64901: Nesting collection instances could clutter object displayDalai Felinto
2019-10-07Fix T70564: sculpt mask display missing with shape keys or deforming modifiersBrecht Van Lommel
2019-10-07Cleanup: rename some sculpt variables for clarityBrecht Van Lommel
2019-10-05Show Background Image Beneath Transparent Objects (Cycles only)Jeroen Bakker
Camera background images were not shown under transparent objects. This patch performs an alpha under for background images for cycles. In order to see the difference the Film transparency needs to be turned on. Note that workbench and EEVEE still needs to be adapted as they don't write store alpha value in the viewport. Side note. This implementation is already an improvement of the current behavior, what users are requesting. (Show background images underneath cycles viewport rendering.) It is clear that this patch still needs to be extended to workbench and eevee. For now that should be marked as a known limitation. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5437
2019-09-29Fix T70320: View clipping doesn't hide extra wireframeCampbell Barton
2019-09-27Fix T70106 Objects with multiple materials are not displaying correctlyClément Foucault
Seems to be an issue with OSX and loading objects matrices from uniform buffers. Using legacy path for that reason.
2019-09-26Object Mode: Fix missing ubo assert with irradiance gridClément Foucault
2019-09-26CleanUpJeroen Bakker
Removed unused define in `edit_mesh_mode.c`
2019-09-26Clean upJeroen Bakker
Unused framebuffers in `edit_mesh_mode.c`
2019-09-26Code CleanupJeroen Bakker
Removed unused shading groups in `edit_mesh_mode.c`
2019-09-23Cleanup: remove unimplemented texture space rotation variablesBrecht Van Lommel
2019-09-23Cleanup: remove Mesh.bb and Curve.bb, no reason for these to be persistentBrecht Van Lommel
These were only strictly valid for texture space calculation, don't store them since they should not be used after that. Only store a flag to indicate if the auto texture space has been evaluated. In the future it might make sense to store bounding boxes at the mesh level to speed up bounding box computation for multiple objects using the same mesh, but then it will need to be implemented differently.
2019-09-20Fix T70112: Spot cone prevents selectionCampbell Barton
2019-09-19Fix T69853: Object orientation is wrong with some AMD deprecated drivers.mano-wii
This solution only reuses the performance workaround made for Intel. But the original problem was not solved. Not much we can do to solve it.
2019-09-18GPU: AMD: Remove workaround that doesn't workmano-wii
2019-09-17Fix T69809, T69810: sculpt gone or crashing after renderBrecht Van Lommel
Make a distinction between flush sculpt changes for rendering, and forcing sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH for renders.
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-17Fix T69687: Edit Curve cullingPhilipp Oeser
Curve edit points could disappear when the deformed curve is out of view area. Fix similar to rB0f983e854052. Reviewers: jbakker Maniphest Tasks: T69687 Differential Revision: https://developer.blender.org/D5748
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-12Object Mode: don't use origin axis helpers for selectionCampbell Barton
2019-09-123D View: only show origin axes when in object modeCampbell Barton
2019-09-09Cleanup: trailing space, remove tabs, pep8Campbell Barton
2019-09-09Fix T67637: Selected edges hard to see with wireframeCampbell Barton
Always show selected edges in wire/xray modes.
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-03Fix empty image wire drawing with front/back depthCampbell Barton
The vertex shaders depth offset was ignored in this case.
2019-08-26Missed adding file in recent commitCampbell Barton
2019-08-263D View: show selected object axis when affect origins is enabledCampbell Barton
This replaces temporarily enabling draw-axis.
2019-08-26DRW: check exact draw flags before getting wire-frame colorCampbell Barton
Only some options need this.
2019-08-19View3D Grid: fix imperial grid drawingmano-wii
This is a step to finish the D4325 and fix the T61286. Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`. The idea of the code is to pass the steps of the grid already dimensioned as a uniform. Another important thing to note is that subdivisions now only affect the grid without unity. This matches the 2.7x Blender versions. No performance loss (almost no gain too). Reviewers: fclem Subscribers: zlsa, rl.amorato Differential Revision: https://developer.blender.org/D4379
2019-08-14Mesh Batch Cache: Refactor + MultithreadClément Foucault
For clarity sake, the batch cache now uses exclusively per Loop attributes. While this is a bit of a waste of VRAM (for the few case where per vert attribs are enough) it reduces the complexity and amount of overall VBO to update in general situations. This patch also makes the VertexBuffers filling multithreaded. This make the update of dense meshes a bit faster. The main bottleneck is the IndexBuffers update which cannot be multithreaded efficiently (have to increment a counter and/or do a final sorting pass). We introduce the concept of "extract" functions/step. All extract functions are executed in one thread each and if possible, using multiple thread for looping over all elements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D5424
2019-08-08Fix T67587: Fix Drawing in Wireframe Non X-Ray ModeJeroen Bakker
When using Vertex or Weight paint mode on a wireframe the overlay was blended with the background. In this case we now use alpha blending. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5340
2019-08-08Fix T67638: Stretched Camera Background ImagesJeroen Bakker
The matrices that projects background images in the 3d view were incorrect. The root cause was that the coordinate systems were not respected, that was most noticeable when rotating a stretched image. We re-validated conversions of coordinate spaces (UV -> Image -> Camera -> Window) and made sure that the rotation is done in image space. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D5431