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2019-08-24Cleanup: use eval as suffixAntonio Vazquez
Follow conversion already used in most places.
2019-08-24Cleanup: use eval as a suffixCampbell Barton
Follow conversion already used in most places.
2019-08-24Cleanup: unused argsCampbell Barton
2019-08-24Fix T66924 : Move GPencil Modifiers evaluation to DepsgraphAntonio Vazquez
Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place. This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes. Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data. As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5470
2019-08-23Revert "Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading"Brecht Van Lommel
This reverts commit d357e7b06535. This caused crashes in UV editor drawing and updates in lookdev mode. Fixes T69087, T69083, T69088, T69096.
2019-08-23RNA: Cleanup PointerRNA structJacques Lucke
The old layout of `PointerRNA` was confusing for historic reasons: ``` typedef struct PointerRNA { struct { void *data; } id; struct StructRNA *type; void *data; } PointerRNA; ``` This patch updates it to: ``` typedef struct PointerRNA { struct ID *owner_id; struct StructRNA *type; void *data; } PointerRNA; ``` Throughout the code base `id.data` was replaced with `owner_id`. Furthermore, many explicit pointer type casts were added which were implicit before. Some type casts to `ID *` were removed. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D5558
2019-08-22Cleanup: undeclared variable warningsCampbell Barton
Forward declare variables, or make them static.
2019-08-22Shading: Add object color to Object Info node.OmarSquircleArt
The object color property is added as an additional output in the Object Info node. Reviewers: brecht Differential Revision: https://developer.blender.org/D5554
2019-08-21Cleanup: vertex coordinate access, naming & minor changesCampbell Barton
This also splits vertex access and allocation so it's possible to copy coordinates into an existing array without allocating it.
2019-08-21Fix T68826 Eevee: Multi-Mat not working if switching from Solid shadingClément Foucault
The correct fix would be to avoid all those hacks but this is needed if we want to be able to parallelize object vbo extractions.
2019-08-21Fix T68911: "illegal recursive expansion of macro id"mano-wii
I imagined that could be a problem for some drivers. I should have avoided.
2019-08-20Cleanup: remove undefined functionmano-wii
2019-08-20Select Engine: Move some private members out of select contextmano-wii
2019-08-20Cleanup: Move select_engine function to corresponding headermano-wii
2019-08-20Cleanup: clang-format, sorted listsCampbell Barton
2019-08-19Mesh Batch Cache: Fix crash caused by rB3cbf2462391cClément Foucault
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
2019-08-19Fix T68719 Viewport: Wrong material index when switching between view modeClément Foucault
This was due to the GPUIndexBuf ranges only computed when requesting the triangles indices. If the tris were already calculated, the new shading batches would never have the GPUIndexBuf ranges and instead use the full triangle index buffer. So since this only happen when shading data does not match, we just save the previous GPUIndexBuf ranges and reuse them for the new batch. This patch is a bit of a hack on top of a hack but it works fine.
2019-08-18Mesh Batch Cache: Fix regression with mesh that have poly mat id > mat_lenClément Foucault
2019-08-18Fix T68782: false occlusion in selecting vertices and edges with objects in ↵mano-wii
any wire view
2019-08-17Cleanup: spellingCampbell Barton
2019-08-17Cleanup: correct commentsCampbell Barton
2019-08-17DRW: Fix couple of issues in DRW_draw_select_idClément Foucault
Theses 2 function calls are mandatory.
2019-08-16Cleanup: remove gawain referenceCampbell Barton
2019-08-16Cleanup: spellingCampbell Barton
2019-08-16Fix T68715 Hidden polygon Edit mode are hidden in Object levelClément Foucault
2019-08-15WM: reuse visible region calculationCampbell Barton
Avoids calculating the visible part of a region whenever on-screen overlays are drawn.
2019-08-15Fix check that validates a selection indexmano-wii
2019-08-15Cleanup: Silence C4115 warningmano-wii
`'ParticleSystem': named type definition in parentheses` And prevent the need for struct `Object` to be defined.
2019-08-15Cleanup: Remove redundant headersmano-wii
2019-08-15Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only ↵mano-wii
objects inside the rect But in the future the selection code may also be used in object mode (eg for snapping). So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport. The solution was to create an array with only objects that are detected within the selection area. If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited. To detect the object, its BoundBox is tested. Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn. Reviewers: campbellbarton, fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5435
2019-08-15DRW: New function DRW_culling_min_max_testmano-wii
For testing intersection with frustrum planes without having to transform all bound box vertices into global space.
2019-08-15Cleanup: Minor change to previous commitAntonio Vazquez
2019-08-15GPencil: Fix unreported missing VFX in Video EditorAntonio Vazquez
As the video editor mode is not Render mode the VFX was omitted. Now, the mode is only checked for View3D.
2019-08-15Fix T68675: particle edit mode makes blender crashPhilipp Oeser
In rB9c010c44f420, DRW_mesh_batch_cache_create_requested was changed to take a scene (instead of toolsettings directly), but DRW_draw_depth_object is calling this with with NULL, just checking for this seems to fix... Reviewers: fclem Maniphest Tasks: T68675 Differential Revision: https://developer.blender.org/D5488
2019-08-15Mesh Batch Cache: Split UV an tangent into 2 distinct VBOsClément Foucault
This is done because they don't have the same update frequency. UV can be persistent even on geometry update (ex: skinned object) but tangents can change if the normals change. Also the name buffer per vbo was too small to contain all names.
2019-08-15GPU: Vertex Format: ADd function for safe GLSL attrib nameClément Foucault
This remove code duplication and use base63 encoding of the hash. Use mumur hash to have more randomness.
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
2019-08-14Cleanup: clang-format, sort structs & cmake filesCampbell Barton
2019-08-14Eevee: Fix: Regression when using ssr and default shaderClément Foucault
2019-08-14Cleanup: move trailing comments to avoid wrapping codeCampbell Barton
Some statements were split across multiple lines because of their trailing comments. In most cases it's clearer to put the comments above.
2019-08-14Eevee: Add support for the holdout nodeClément Foucault
Support should be full when using Alpha Blend mode and partial if using any other blend mode (opaque / alpha clip / alpha hashed).
2019-08-14Eevee: Remove Additive & Multiply Blend modeClément Foucault
This commit also provide a compatibility code that will convert old materials using Additive or Multiply Blend mode to their node equivalent. This conversion is only done on outputs that are enabled for eevee.
2019-08-14Eevee: Improve Transparent BSDF behaviorClément Foucault
Alpha blended Transparency is now using dual source blending making it fully compatible with cycles Transparent BSDF. Multiply and additive blend mode can be achieved using some nodes and are going to be removed.
2019-08-12Cleanup: rename `BaseOffset` to `ObjectOffsets`mano-wii
2019-08-12Cleanup: DRW manager: Move `select_buffer.c` utilities out of the selection ↵mano-wii
engine internals
2019-08-09GPencil: Add "Self Overlap" parameter to materials to disable StencilAntonioya
This parameter was removed in 2.80 and we decided to back again, but now is inverted.
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
2019-08-07Fix unassigned return argument in recent select refactorCampbell Barton