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2020-03-16Workbench: Crash When Rendering With StereoJeroen Bakker
2020-03-16Workbench: Fix default view not reset after drawingClément Foucault
This fix jitter of overlay and GPencil. But I'm not sure this should be the responsibility of the subsequent draw engines or the responsibility of the current engine to reset the view.
2020-03-15Fix potential draw manager assignment to negative indexCampbell Barton
While there is an assert here, the run-time code would perform the assignment.
2020-03-14Cleanup: spellingCampbell Barton
2020-03-14Cleanup: sort file lists & struct declatationsCampbell Barton
2020-03-14Fix T73921: Eevee volume render test memory leak in MantaflowSebastián Barschkis
Fixed memory leak that showed up after the original issue (crash) had been fixed in 93ac4709ebe8. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly. This commit also removes the workaround (f3a33a92987f) that disabled light cache bakes for fluid objects.
2020-03-13Fix stereoscopy reference image drawing in the viewportDalai Felinto
Note: Without D6922 stereo is too broken to even test this patch. With D6922 + this patch the fullscreen modes work (anaglyph/interlace not yet).
2020-03-13Fix stereoscopy drawing for camera backgroundDalai Felinto
Part of the fix was to get gputexture to use an array to accomodate each eye. This takes care of viewports showing individual Left or Right views. For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup. Note 1: Referece images are still not supporting stereo. Note 2: For painting, and getting image bindcode I'm hardcording a single-view experience. Note 3: Without D6922 stereo is too broken to even test this patch. With D6922 + this patch the fullscreen modes work (anaglyph/interlace not yet). Differential Revision: D7143
2020-03-13Cleanup: pass const args (mostly Scene & RenderData)Campbell Barton
2020-03-12DrawManager: Pack Draw State BitsJeroen Bakker
Some draw state bits are mutual exclusive. This patch will free some draw state bits by packing the mutual exclusive bits in a mask. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7088
2020-03-12Fix T74392: HDRI preview spheres appear in render passes and reflectionsJeroen Bakker
Do not render HDRI Previews when a renderpass is active Reviewed By: fclem Differential Revision: https://developer.blender.org/D7005
2020-03-12Cleanup: spelling, clang-formatCampbell Barton
2020-03-12EEVEE: Bump minimum probe level to make rough reflection more preciseClément Foucault
2020-03-12EEVEE: Hair: Fix wrong color when using color attribute without actual dataClément Foucault
2020-03-11EEVEE: Fix test crashingClément Foucault
Probe counting now needs to have proper gl capabilities initialised to run correctly.
2020-03-11EEVEE: Replace octahedron reflection probe by cubemap arrayClément Foucault
We implement cubemap array support for EEVEE's lightcache reflection probes. This removes stretched texels and bottom hemisphere seams artifacts caused by the octahedral projection previously used. This introduce versioning code for the lightcache which will discard any lightcache version that is not compatible. Differential Revision: https://developer.blender.org/D7066
2020-03-11Workbench Simplification RefactorClément Foucault
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
2020-03-11Eevee: internal support for arbitrary number of volume gridsBrecht Van Lommel
This has no user visible impact yet since smoke volumes only support a fixed set of attributes, but will become important with the new volume object. For GPU shader compilation, volume grids are now handled separately from image textures. They are somewhere between a vertex attribute and an image texture, basically an attribute that is stored as a texture. Differential Revision: https://developer.blender.org/D6952
2020-03-11Smoke: put density/color in separate textures, fixes for workbench shaderBrecht Van Lommel
This is more in line with standard grids and means we don't have to make many special exceptions in the upcoming change for arbitrary number of volume grids support in Eevee. The workbench shader was also changed to fix bugs where squared density was used, and the smoke color would affect the density so that black smoke would be invisible. This can change the look of smoke in workbench significantly. When using the color grid when smoke has a constant color, the color grid will no longer be premultiplied by the density. If the color is constant we want to be able not to store a grid at all. This breaks one test for Cycles and Eevee, but the setup in that test using a color without density does not make sense. It suffers from artifacts since the unpremultiplied color grid by itself will not have smooth boundaries. Differential Revision: https://developer.blender.org/D6951
2020-03-11Cleanup: spellingCampbell Barton
2020-03-10GPencil: Use high precision float buffer for final renderingClément Foucault
This avoid color drifting due to R11G11B10 buffers.
2020-03-10Fix T74625 GPencil: Airbrush doesn't paint anythingClément Foucault
2020-03-10OVERLAY: Viewport Background Color visible in Material Preview ModeJeroen Bakker
When user used a custom background color, this color was also visible in material preview mode, when the world opacity was less than 1. This patch will draw the theme color as it was used to.
2020-03-10GPencil: Cleanup float indicatorAntonio Vazquez
2020-03-10Cleanup: GPencil: Remove uneeded castClément Foucault
2020-03-10Fix T74536: Grease pencil immediately crashes on macOSClément Foucault
It seems like OSX drivers are using standard attributes for passing gl_VertexID and gl_InstanceID to the vertex shader, and count them in the limit of MAX_VERTEX_ATTRIBS. This patch make sure to never use more than 13 attributes by packing some attributes together.
2020-03-10DRW: Fix wrong test conditionClément Foucault
Fixes the warning: address of array 'cmd->draw.batch->inst' will always evaluate to 'true'
2020-03-09Cleanup: compiler warningsBrecht Van Lommel
2020-03-09Fix T74438: Vertex-only meshes disappear in wireframe modeGermano Cavalcante
The problem happens because, in wireframe mode, `bool use_wire` is always `true`, so the function that draws all edges is the called. The solution is set `use_wire` as `false` when the mesh has no edges. This matches the behavior of blender 2.79. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D7041
2020-03-09Fix unnecessary grease pencil drawing when there are no grease pencil objectsUlysse Martin
Differential Revision: https://developer.blender.org/D6551
2020-03-09Overlay: Add antialiasing to particle spritesClément Foucault
2020-03-09Fix T74438: Overlay: Loose verts and particle not draw in some conditionsClément Foucault
This was caused by a missing output variable for lineOutput. This triggered some undefined behavior.
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-03-09Cleanup: Replace ABS/SQUARE/CUBE with function callsSergey Sharybin
While it might be handy to have type-less functionality which is similar to how C++ math is implemented it can not be easily achieved with just preprocessor in a way which does not have side-effects on wrong usage. There macros where often used on a non-trivial expression, and there was at least one usage where it was causing an actual side effect/bug on Windows (see change around square_f(sh[index++]) in studiolight.c). For such cases it is handy to have a function which is guaranteed to have zero side-effects. The motivation behind actually removing the macros is that there is already a way to do similar calculation. Also, not having such macros is a way to guarantee that its usage is not changed in a way which have side-effects and that it's not used as an inspiration for cases where it should not be used. Differential Revision: https://developer.blender.org/D7051
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-03-06CodeCleanup: Added View3DShading enumsJeroen Bakker
Added the core enums that workbench draw engine uses.
2020-03-06CodeCleanup: Use eDrawTypeJeroen Bakker
This patch will make use of the eDrawType where it was used as a variable or parameter name. The eObjectDrawType was renamed to eDrawType as it is also used by `View3DShading.type`.
2020-03-06CodeCleanup: eevee_materials Use Struct AssignmentsJeroen Bakker
2020-03-06Cleanup: use 'BKE_' prefix for BKE_deform API callsCampbell Barton
- Use 'BKE_object_defgroup' prefix for object functions. - Rename 'defvert_verify_index' to 'defvert_ensure_index' since this adds the group if it isn't found.
2020-03-05Sculpt Face SetsPablo Dobarro
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces. This initial commit includes: - Sculpt Face Sets data structures and PBVH rendering. - Face Set overlay and opacity controls. - Sculpt Undo support. - Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing. - Automasking and Mesh filter support. - Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding). - Sculpt Mode Face Sets and Visibility API. - Sculpt Face Sets creation and visibility management operators. - Operator to randomize the Face Sets colors. - Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke. - Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide). - Pie menu on the W key with Face common Sets operations. Know limitations: - Multires support. The Face Sets and Visibility API needs to be implemented for Multires. Reviewed By: jbakker, #user_interface, Severin Differential Revision: https://developer.blender.org/D6070
2020-03-05EEVEE: Render Passes BlendingJeroen Bakker
Changed the blending mode to full blending. I found the issue when during development of a material pass containing alpha values.
2020-03-05Fix T74431: EEVEE AO Render PassJeroen Bakker
Missing code-path in recent refactoring.
2020-03-05Cleanup: formatting, strip trailing spaceCampbell Barton
2020-03-04Cleanup: replace CLAMP macros with functionsCampbell Barton
2020-03-03Revert "Fix T74110: EEVEE Shadow Pass"Jeroen Bakker
This reverts commit 403bb357ae2b1d2561a0d77c96035ba54c197cbd. The old implementation matches cycles closer. See T74378
2020-03-03Cleanup: formatting, spellingCampbell Barton
2020-03-03Fix bone envelopes displaying wrong when armature is scaledPhilipp Oeser
Object Scale was not taken into account. This lead to reports like T74247 where the user scaled the envelope distance and radii to the supposedly right values inthe viewport, but these were actually 'wrong' under the hood. Assigning weights from bone envelopes seemed like it would fail, but this code would actually take the armature scaling into account when checking envelope distance and weight. ref T74247 Maniphest Tasks: T74247 Differential Revision: https://developer.blender.org/D6964
2020-03-02Fix crash when compiling renderpass shader on some AMD driversGermano Cavalcante
Differential Revision: https://developer.blender.org/D6959
2020-03-02Fix T74362: Material Preview AssertJeroen Bakker
When using Material Previews not all uniform blocks were filled. This patch will add the renderpass_block when drawing the background. Note that I wasn't able to reproduce the issue on my system, but according the the backtrace it most likely solves the issue. I let the reporter test.
2020-02-28Code Cleanup: UNDEF not existing defineJeroen Bakker