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2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19Workbench: removed per collection object colorJeroen Bakker
Will be part of the collection manager where per collection the ob->col can be set. This currently depends on DepsGraph + CollectionManager. I removed it for now so the code won't influence development
2018-04-19Workbench: Diffuse studio lightingJeroen Bakker
2018-04-19Workbench: drawtype object color from collection to v3dJeroen Bakker
Now every 3d view can have its own solid draw color setting
2018-04-19Workbench: added draw_scene_finish to workbench_materialsJeroen Bakker
2018-04-19Finish use-after-free in workbench code.Bastien Montagne
GHash should probably not own the data itself, but that's other question to be fixed later, at least this fixes the crash. Solution by @fclem, thanks!
2018-04-19Code cleanupJeroen Bakker
2018-04-19Workbench: Option to use Object colorJeroen Bakker
- added `object_color_type` where the user can set if the collection determines the color, or the object will be used for the color. Implemented it as an enum as later this can have a random color option. - moved OB_LIGHTING_* to DNA_view3d_types and renamed it. - Fixed some DRY in workbench_materials.c. Can remove more DRY's but will need to discuss the responsibility of the workbench engine as it might become part of the eevee renderer.
2018-04-19Cleanup: styleCampbell Barton
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-18Workbench: don't change to workbench drawtype for files saved in 2.8.Brecht Van Lommel
Assume files saved in 2.8 were intended for Eevee and set them to material viewport shading. In Eevee this is equal to rendered draw mode, in Cycles this will draw with Eevee. This way Eevee demo files still show something interesting when opened.
2018-04-18Workbench: use SET_UINT_IN_POINTER for hashesJeroen Bakker
2018-04-18Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-18Workbench: fixed C++ style commentsJeroen Bakker
2018-04-18Cleanup: IndentationSergey Sharybin
2018-04-18Added comment to explain MeshRenderData.orcoSybren A. Stüvel
2018-04-18Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-18Workbench: reuse similar materialsJeroen Bakker
Similar materials will reuse the same shadergroup. Currently using a custom hash function that might select too similar colors into the same material. Reintroduced the workbench_materials.c this file will be responsible for material lookup/creation and shader compilation Fixed a GPUShader mem leak
2018-04-18Merge branch 'blender2.8' of git.blender.org:blender into blender2.8Jeroen Bakker
2018-04-18WORKBENCH: Solve C2016 compile errorsJeroen Bakker
2018-04-18Object Mode: Outlines: Make outline thinner.Clément Foucault
This is by default. We can still enable the thicker outlines for high dpi screens or personnal preference but it's not used atm. This also improve the performance removing 1/3 of the outline cost.
2018-04-18Object Mode: Outlines: Fix sample coordinates.Clément Foucault
2018-04-18Merge branch 'blender2.8' of git.blender.org:blender into blender2.8Jeroen Bakker
2018-04-18Workbench: Fixed SegFaultJeroen Bakker
In more complex models the object color uniform data is freed before rendered. We should copy it to local data. but for now we redirected it to a constant.
2018-04-18Cleanup: unused varCampbell Barton
2018-04-18Merge branch 'blender2.8-workbench' into blender2.8Jeroen Bakker
2018-04-18Cleanup: unused varCampbell Barton
2018-04-18Workbench: Basic Solid StudioJeroen Bakker
Currently uses static lighting. Will become HDRI lighting. Added do_versions to set default drawtype_solid and drawtype_texture to OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and drawtype_texture are also set to OB_LIGHTING_STUDIO. Current studio lighting uses a dot product to simulate static lighting. Will need to be changed in the future with different lighting models.
2018-04-17Eevee: Use textureGather for minmaxZbuffer downsampling.Clément Foucault
I haven't noticed any performance improvement but it could be more important for other hardware. At least it's not slower!
2018-04-17Object Mode: Outlines: Fix precision issue on intel GPU.Clément Foucault
2018-04-17Workbench: clean up the viewport shading codeJeroen Bakker
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to View3D - enabled workbench panels for important render engines - merged workbench_materials to solid_flat_mode. All draw modes will get its own fast implementation in the workbench
2018-04-17Cleanup: unused vars, long linesCampbell Barton
2018-04-17DRW: Perf: Early out empty passes.Clément Foucault
2018-04-17Particles: Hair: Make hair selectable in the 3D view.Clément Foucault
2018-04-17Object Mode: Fix wrong wire color on non-meshes objects.Clément Foucault
2018-04-17Object Mode: Cleanup uneeded texture attachment.Clément Foucault
2018-04-17Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-17Workbench: Switching Draw engines based on draw modeJeroen Bakker
2018-04-17Eevee: Render: Fix assert with framebuffer not being bound before read.Clément Foucault
2018-04-17Eevee: Fix AA in render mode.Clément Foucault
Was due to wrong framebuffer being read because of wrong comparisson caused by b9ec7a92725e1567c12475a9eb59191edca1dc32
2018-04-17Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-17Workbench: Draw modesJeroen Bakker
2018-04-17DRW: Fix lightprobe objects outlines.Clément Foucault
2018-04-17DRW: Add DRW_UNIFORM_INT_COPY.Clément Foucault
This allow to use int uniforms that are not references. Convenient for ids.
2018-04-16Object Mode: Outline: Perf: Only do outlines detection if needed.Clément Foucault
2018-04-16Object Mode: Outlines: Use textureGather extension if available.Clément Foucault
This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass). But it's an improvement nontheless!
2018-04-16Merge branch 'blender2.8' into blender2.8-workbenchJeroen Bakker
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-16DRW: Fix outdated code.Clément Foucault
2018-04-16Object Mode: Rework outline drawing.Clément Foucault
This changes quite a few things. - Outline is now per object. - No more outline at object intersection (fix hairs problem). - Simplify the code quite a bit. We use a R16UI buffer to save one id per object outline. We convert this id to color when detecting the outline. Added textureGatherOffsets to the code but could not test on current hardware so leaving it commented for now.