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2020-07-01Fix T75483: 3D Text selection obscures textClément Foucault
This avoids logic op and having to draw on the render frame-buffer.
2020-07-01Fix crash drawing non-mesh objects with vertex colorCampbell Barton
Missing NULL check in f7bbc7cdbb6cb
2020-07-01DRW: optimize mesh data extractionCampbell Barton
Change extraction callbacks to take index ranges instead of calling them for each mesh element (poly, loop, vert & edge). This gives a minor overall performance gain in my tests, ~5% on average. Details: - Use typed parameter structs and macros for looping over elements. Without this, changes to these callbacks is time consuming as changes need to be made in many places. - Avoid iterating over polygon-loops when iterating over polygons is sufficient. - Simplify logic to access adjacent loops for faster line extraction. - Rename 'loop' iterators to 'poly' (as they take polygon ranges) the iterator callbacks can operator on either polygon or loop data. - Use term 'last' for the last index (inclusive), use 'end' when this value (not inclusive).
2020-07-01Cleanup: spellingCampbell Barton
2020-06-30Fix T77069 EEVEE: Mix shader with holdout & transparent BSDF failsClément Foucault
This follows Cycles closer.
2020-06-30Fix T76337 Overlay: Wireframe: x-ray doesn't deactivate when set to 0Clément Foucault
Also fix an issue with antialiasing when xray opacity is set to 0.
2020-06-29GPencil: Cleanup - Replace gp_ prefix with gpencil_Antonio Vazquez
This was missing in previous cleanup commits.
2020-06-29Fix T78361: Crash When ModellingJeroen Bakker
Forgot to free the tangent layer for bmesh in the drawing code.
2020-06-29Fix T74290 Face Dots in front (X-ray) Visual GlitchClément Foucault
This is not likely to be the silver bullet but it fix the common case.
2020-06-29Fix T74220 Mantaflow Color Mapping not ignoring alpha valueClément Foucault
And also remove some sRGB hack.
2020-06-29Cleanup: minor change missed last commitCampbell Barton
2020-06-29Cleanup: use designated initializes for mesh extract structsCampbell Barton
Better readability and allows adding new struct members without adding empty slots to every 'MeshExtract' struct.
2020-06-29Fix T73892: EEVEE Viewport Render Ignores Render As WireJeroen Bakker
In the viewport an object can be set to be displayed as wire. When rendering the viewport this setting is ignored and follows the path or doing a final render. This patch will add an exception when rendering a viewport render. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8043
2020-06-27Docs: correct invalid doxygen params & referencesCampbell Barton
2020-06-26Fix T71539 EEVEE: Still redraw during playback when it shouldn'tClément Foucault
2020-06-25Fix T70193 Overlay: Grid floor disappears for orthographic cameraClément Foucault
The fix is to disable the fading for in the +Z direction in this case.
2020-06-25Cleanup: spellingCampbell Barton
2020-06-25Edit Mesh: minor drawing optimization extracting loop dataCampbell Barton
Gives around ~5% speedup on high poly meshes.
2020-06-25Fix unreported 1 pixel offset when drawing with GPencilAntonio Vazquez
This bug was introduced in d82c3d86155e Reviewers: @fclem
2020-06-24Fix T67741 EEVEE: World update don't update lightcache if one viewport uses ↵Clément Foucault
lookdev Just a matter of not clearing the updating flag in this case.
2020-06-24Fix T78215 EEVEE: incorrect Render Passes results when using motion blurClément Foucault
This was caused by a missing DRWPass initialization. Now we create the passes for every timestep but avoid clearing the buffer after the first sample.
2020-06-24Fix T67319 DRW: Large objects gets incorrectly culledClément Foucault
To avoid this we just bypass culling if the object is too big to avoid float precision issues.
2020-06-24Fix T78073 EEVEE: new motion blur and overscan produce wrong renderClément Foucault
This was caused by the override viewport size not being maintained after DRW_cache_restart(). Also this fixes issue with the inv_size not being updated correctly.
2020-06-24Fix T77913: Incorrect handling of negative-scale bit in DRWResourceHandleJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D8103
2020-06-24EEVEE: Fix crash when using motion blur without postfx blurClément Foucault
2020-06-24Fix T77672 EEVEE: Reflections with reflection plane broken (regression)Clément Foucault
2020-06-24Fix T78190 EEVEE: Render passes broken in final renderClément Foucault
This was caused by the step motion blur implementation. `DRW_cache_restart` was reseting the cache and cause `EEVEE_renderpasses_postprocess` to not work inside `EEVEE_render_read_result`.
2020-06-24Cleanup: unused struct membersCampbell Barton
2020-06-24Fix T66934 Overlay: "Outline Selected" overlay doesnt affect armaturesClément Foucault
This is a really small fix. Could be included in 2.83 LTS branch.
2020-06-23Fix T62961 EEVEE: Viewport refresh when hovering widgetsClément Foucault
We now bypass EEVEE's rendering if the TAA accumulation has ended.
2020-06-23GPencil: Implement antialiasing parameter to Pixel FXAntonio Vazquez
Related to T78153 Differential Revision: https://developer.blender.org/D8100
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-06-23Fix T77803: IK Degrees of freedom drawing glitchJeroen Bakker
Forgot to update the lineOutput what resulted in that the sphere was not rendered on all platforms. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8098
2020-06-23Fix T77893: Crash drawmanager threading custom dataJeroen Bakker
Tangent normals were temporarily saved in the original given layers but the typeinfo wasn't updated. This lead to several issues since we changed the threading of the mesh extraction. This patch stores the tangent normals in a temporary custom data on the stack this way the typemap doesn't need to be updated. Still need to run the tests for an hour to see if it is fixed Reviewed By: Clément Foucault, Philipp Oeser Differential Revision: https://developer.blender.org/D8095
2020-06-23EEVEE: Motion Blur: Add accumulation motion blur for better precisionClément Foucault
This revisit the render pipeline to support time slicing for better motion blur. We support accumulation with or without the Post-process motion blur. If using the post-process, we reuse last step next motion data to avoid another scene reevaluation. This also adds support for hair motion blur which is handled in a similar way as mesh motion blur. The total number of samples is distributed evenly accross all timesteps to avoid sampling weighting issues. For this reason, the sample count is (internally) rounded up to the next multiple of the step count. Only FX Motion BLur: {F8632258} FX Motion Blur + 4 time steps: {F8632260} FX Motion Blur + 32 time steps: {F8632261} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8079
2020-06-23Cleanup: rename 'name' to 'filepath' for DNA typesCampbell Barton
Using 'name' for the full path of a file reads badly, especially when id.name is used in related code.
2020-06-22Fix T77607: Edit-mode shading regression 2.90Campbell Barton
Regression in deaff945d0b9
2020-06-21GPencil: Fix unreported missing material onion filter Antonio Vazquez
This feature was removed by error during the refactor done in draw engine. Differential Revision: https://developer.blender.org/D8082
2020-06-19UI: Drag and Drop Constraints, Layout UpdatesHans Goudey
This patch implements the list panel system D7490 for constraints. In this case the panels are still defined in Python. The layouts are also updated to use subpanels and the a more organized single column layout. There may be more tweaks necessary for the layouts. Reviewed By: Severin, billreynish, Mets Differential Revision: https://developer.blender.org/D7499
2020-06-19EEEVEE: Object Motion Blur: Initial ImplementationClément Foucault
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
2020-06-18Cleanup: redundant parenthesisCampbell Barton
2020-06-17GPencil: Fix unreported Vertex Opacity Overlay not workingAntonio Vazquez
This values was not working because was removed by error in refactor. Reviewed By: mendio, fclem Differential Revision: https://developer.blender.org/D8061
2020-06-17Fix T77914: Blender Crashes if viewport is changed manually while having ↵Germano Cavalcante
loop cut selected The selection engine requires a viewport.
2020-06-17Cleanup: Rearrange SELECTID_Context members for better alignmentGermano Cavalcante
2020-06-16Fix T77803: IK Degrees of freedom drawing glitchJeroen Bakker
IK degrees of freedom is rendered using wires and a solid sphere. The solid used the wireframe drawing what resulted into drawing glitches. This patch adds a new shader to draw the solid shape. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8044
2020-06-15Fix T77496: Bones Custom Shapes Wires not drawnJeroen Bakker
Lines loose extraction cannot happen on the fly as the render data isn't complete. This patch will do the lines loose subbuffer extraction as a simple task and not on the fly. This patch introduces 2 sub-types of tasks that are executed single threaded. `EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry. `EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached `lines` IBO. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7964
2020-06-15Fix T77342: Fail to draw loose edgesJeroen Bakker
The underlying issue is that the loose edge extraction cannot be threaded. This patch will extract the loose edges during initialization of the render mesh data. When working on this patch the mesh_render_data_update was split into multiple functions to identify what part was failing. These functions would also help us with debugging. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7962
2020-06-15Fix Memory Leak introduced by Draw Manager ThreadingJeroen Bakker
The memory leak is noticeable when using custom bone shapes. When using custom bone shapes objects could be extracted twice. Where the second extraction can overwrite data created by the first extraction what causes the memory leak. Options that have been checked: 1. Use two task graphs phases. One for normal extraction (DST.task_graph) and the other one will handle extractions that require blocking threads. 2. Keep a list of all objects that needs extraction and only start extraction when all objects have been populated. The second would slow performance as the extraction only happens when all objects have been populated. In the future we might want to go for the second option when we have the capability to render multiple viewports with a single populate. As this design isn't clear this patch will implement the first option. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7969
2020-06-15Fix curve handle color ID displayCampbell Barton
Regression in 49f59092e7c8c caused all handles to display using the 'aligned' theme color. Arrange flags to fix this, add assert to avoid this happening again. Also rename flag so it's use is clearer.
2020-06-12DRW: Avoid undefined behavior when running multiple iterationClément Foucault
This was caused by DST.dupli_origin not being reset properly. This had not effect in master but has effect in EEVEE motion blur branch.