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2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-31Fix T59495, T59992, T59904, T59178, T60598: broken keyframed value editing.Brecht Van Lommel
This removes a bunch of animation/driver evaluations and recalc flags that should be redundant in the new depsgraph, and were incorrectly affecting the evaluated scene in a permanent way. Still two cases that could be removed if the depsgraph is improved, in BKE_object_handle_data_update and BKE_cachefile_update_frame. For physics subframe interpolation there are also still calls to BKE_object_where_is_calc that should ideally be removed as well, though they are not known to cause keyframing bugs. Differential Revision: https://developer.blender.org/D4274
2019-01-31Cleanup: style, unused variableCampbell Barton
2019-01-31Fix T61028: Crash when entering wireframe viewClément Foucault
2019-01-31Cleanup: add trailing commasCampbell Barton
Improve clang-format output.
2019-01-30GP: Remove DEG_get_original_id() from draw managerAntonioya
Only keep this function when drawing to avoid COW overhead that reduce performance. After some changes I did some time ago, the use of original ID was not required and this only added depsgraph overhead and problems. This change solves the problems with updates in render mode. Related to T57484 and the changes requested by Sergey.
2019-01-29Workbench: Make Material transparency part of the rgba color pickerClément Foucault
It is only used for solid mode for now but could be used by eevee in the future.
2019-01-29Workbench: Opti: Only request OIT buffers if neededClément Foucault
2019-01-29Workbench: Support transparency from object color alphaClément Foucault
Support the alpha channel use of the object color in solid mode. The Transparency effect is still using the Xray algorithm and not true Alpha blending.
2019-01-29Workbench: Add "Shadow" factor to XrayClément Foucault
This just maintain more parity accross the 2 visuals. Note that this is not "real shadowing" just the facing factor shadowing.
2019-01-29Workbench: Add transparency support for materialsClément Foucault
This adds the posibility of having certain materials transparent in solid mode. The option is (for now) per material only and thus only shows in material color mode. This uses the same rendering technique as Xray mode. Note that objects are not considered transparent for selection with this.
2019-01-29Object Mode: Fix reading past buffer end when drawing cameraClément Foucault
2019-01-29Workbench: Depth Of Field: Improve noise and Large radiusClément Foucault
- Add noise to remove undersampling artifact - Create 2 mipmaps to the scene color buffer in order to have bigger blurs - Replace blur2 with a 3x3 median filter that doesn't dilate the highlights - Use temporal accumulation to remove noise For some reason all of this exacerbate some bleeding issues happening on far foreground elements from near foreground elements. The actual problem was already happening before but was not really noticeable. It needs some more work to be fixed.
2019-01-29DRW: support clipping for all lamp typesCampbell Barton
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
2019-01-28DRW: support clipping for object & lamp centersCampbell Barton
2019-01-28Cleanup: unused struct declarationsCampbell Barton
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-27Fix T60908: crash in workbench render after DoF changes.Brecht Van Lommel
2019-01-26Cleanup: blank lines over doxy headersCampbell Barton
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-26Cleanup: redundant definesCampbell Barton
Comment or remove unused defines.
2019-01-26Cleanup: wrapper for built-in shader accessCampbell Barton
2019-01-26DRW: support clipping for empty objectCampbell Barton
2019-01-25Workbench: Depth Of Field: Add toggle option in shading popoverClément Foucault
Pretty straight forward. Just an option to turn the DoF per viewport. Default is off as in 2.79.
2019-01-25Workbench: Depth Of Field: CleanupsClément Foucault
2019-01-25GP: Apply scale to particlesAntonioya
The particles were using the scale of the original object and the thickness of the stroke was not correct. Now, the scale is applied by particle.
2019-01-25Workbench: Depth Of Field: OptimisationClément Foucault
- Compute samples positions on CPU. - Use 3x3 Box blur instead of 2x2. - Implement bokeh parameters. With this commit, dof performance is almost negligeable. The quality is a bit lower than before but can be improve. Also now big Circle of confusion are supported (up to 200px). Cost is ~1.25ms on AMD Vega with a 2560p viewport than full HD and pretty shallow depth of field. Coc downsampling and dilation is not used anymore for now (commented).
2019-01-25Workbench: Depth Of Field: Initial CommitClément Foucault
The algorithm used is borrowed from : http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html This makes it possible to have a decent blur for foreground over defocused background in one pass only. The algorithm is using a gather approach that is much faster than the scatter approach used in Eevee. This makes it possible to have custom bokeh shapes (not implemented yet) which would be impossible with a separable gaussian technique. The blur is done in 2 steps. The first one define the shape of the bokeh and the second that fill the undersampling. A downsample max-CoC tile texture speed up the gathering process.
2019-01-25GP: Use Fill color when drawing strokes for no stroke materialsAntonioya
Artists requested to show the stroke while drawing a new stroke using a material with fill color only, because it's very difficult to see the stroke. Now the stroke shows always but using the fill color, not the stroke color because maybe is not set.
2019-01-25Correct last commit, wire xray is supportedCampbell Barton
2019-01-25DRW: disable clipping background drawing w/ xray modeCampbell Barton
This interfered with drawing the mesh.
2019-01-25Cleanup: sort cmake file listsCampbell Barton
2019-01-25Cleanup: remove duplicated shaders that only added clipping checksCampbell Barton
Originally I wanted to avoid adding draw manager specific ifdef's all over generic shaders however this isn't needed in so many places. Also there are shaders that are only used by the draw manager so duplicating them only to have the original unused doesn't make sense.
2019-01-24DRW: support clipping for camera objectsCampbell Barton
2019-01-24Cleanup: add missing braces to draw managerCampbell Barton
2019-01-24Fix GPU linking Error.mano-wii
"The geometry shader uses varying _I;gl_PerVertex;gl_ClipDistance, but previous shader does not write to it."
2019-01-24Fix T60810: crash editing mesh with subdivision modifierPhilipp Oeser
typo in rBdc7e49298940 Reviewers: fclem Maniphest Tasks: T60810 Differential Revision: https://developer.blender.org/D4244
2019-01-24Fix T60805: Grease Pencil Rim Effect ProblemAntonioya
The problem was related to cache data that was removed from memory before the FX finished. This could affect to any FX. Now all the information is saved in the FX itself in runtime struct to keep memory safe when cache memory is released.
2019-01-24GP: Use matrix location instead of locAntonioya
2019-01-24DRW: support clipping for object outlines (unselected)Campbell Barton
2019-01-24DRW: support clipping for object outlinesCampbell Barton
2019-01-24Cleanup: fix compiler warnings.Brecht Van Lommel
2019-01-24DRW: use clipping for depth bufferCampbell Barton
Object selection now supports clipping.
2019-01-24Correct doxy fileCampbell Barton
2019-01-24DRW: API for own versions of builtin GPU shadersCampbell Barton
DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader when we need to support clipping. Use this for loose point & wire drawing in object mode, clips edges in lattice edit mode.
2019-01-24Fix theme color use for clipping regionCampbell Barton
Color needed to be converted to linear in the engine, not the theme.
2019-01-23Cleanup: comments above struct members, shader group assignmentsCampbell Barton
Avoid using pointer to pointer when building shader groups.
2019-01-233D View: draw clipping regionCampbell Barton
Only for workbench solid/wire modes.