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2018-06-29Workbench: Removed MaterialData UBOJeroen Bakker
Most of the times the materials differ due to the object_id. This was an overhead and resulted in instabilities on Intel graphical cards. This commit will revert the Material Data UBO and replace it with normal uniform.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-28Overlay: Make overlay engine rebder on top of paint modes.Clément Foucault
This puts the wireframe on top of the weight in weight paint mode, sculpt mode ... Wireframe should be colored differently if the object is in paint mode but it's not there yet.
2018-06-28Draw relationship lines for rigid body constraintsSybren A. Stüvel
2018-06-28Workbench: Anti-aliasing refactorJeroen Bakker
- TAA is also enabled for Forward rendering - Uses less GPU memory (removed one history buffer) - TAA is done after the color management - consolidated the aa code between forward and deferred rendering (workbench_effects_aa.c)
2018-06-28Workbench: Removed unused code in cavity shaderJeroen Bakker
2018-06-28Workbench: Fix crash editing in texture modes without uv layerJeroen Bakker
When meshes has no uv layer, but has a texture assigned there was a uv layer allocated which was corrupt. When no uv layer is available now there won't be a vbo created. This might impact performance as the draw cache does not cache this result.
2018-06-28Hair drawing: respect the amount of layers.Jeroen Bakker
Current implementation works with at most of 3 layers, but was not checked during hair drawing leading to reading from uninitialized memory. This commit limits it to the number of layers that is used during compilation of blender.
2018-06-28Workbench: Materials Texture hashJeroen Bakker
only hash the texture if it exists. Really minor improvement
2018-06-28Workbench: Fix Texture drawingJeroen Bakker
textures were not always drawn as the material did not always include the image in the hash. Not sure if this will solve all cases, but it definitely works better with this change.
2018-06-27Cleanup: styleCampbell Barton
2018-06-27Workbench: Use different samples in AO per TAA iterationJeroen Bakker
Per iteration a different AO samples are used, so the final result is less distorted. Will improve the quality of the image a lot when the cavity option is turned on.
2018-06-27Workbench: Added a quality slider for the viewportJeroen Bakker
Currently only attached to the Anti Aliasing of the solid mode of the viewport. But eventually we could add other options here. Quality setting can be found in the System tab of the userpref. The slider goes from No Antialiasing (0.0 - 0.1) to FXAA (0.1 - 0.25) to TAA8 (0.25 - 0.6) to TAA16 (0.6 - 0.8) to TAA32 (0.8 - 1.0)
2018-06-26Workbench: TAA quick fix for AMD cardsJeroen Bakker
Seems to be that mix(a, b, 1.0) will not give you b. on nvidia this is not a problem as a was initialized with 0.0, but on AMD it can be any floating point number, resulting that mix(inf, b, 1.0) was still more to inf than to b.
2018-06-26Workbench: Tempural Anti AliasingJeroen Bakker
- FXAA is now also done in the workbench_forward engine. - User can enable TAA8 in the userpref by setting their max viewport AA to TAA8. FXAA will still be used when navigating
2018-06-25Draw: Use more proper particles index lookupSergey Sharybin
2018-06-25Cleanup: rename object base flags to be more clear.Brecht Van Lommel
2018-06-25Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/sculpt_paint/paint_image.c source/blender/editors/space_view3d/view3d_draw.c source/blender/editors/space_view3d/view3d_view.c source/blender/gpu/GPU_draw.h source/blender/gpu/GPU_material.h source/blender/gpu/intern/gpu_draw.c source/blender/gpu/intern/gpu_material.c source/blender/makesrna/intern/rna_userdef.c source/blender/windowmanager/intern/wm_files_link.c source/blender/windowmanager/intern/wm_init_exit.c source/creator/creator_args.c source/gameengine/GamePlayer/ghost/GPG_ghost.cpp source/gameengine/Ketsji/KX_PythonInit.cpp source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
2018-06-25Cleanup: code styleCampbell Barton
2018-06-24Object Mode: Add Shape visual for spot and point lampsClément Foucault
Since Eevee and Cycles both use lamp size for point lamps, displaying the shape is now more relevant than before.
2018-06-24Wireframe Overlay: Add back the per edge hidingClément Foucault
This method is a bit more optimized than the very first one because it does not rely on the adjacent faces properties. That said it's still a bit slower than the per vertex method.
2018-06-23Eevee: Fix wrong depth test in main shading pass.Clément Foucault
2018-06-22PaintMode: Full Shading Boolean => SliderJeroen Bakker
There was a Full Shading bool that was shared across the WP, VP and TP modes. This commit makes some changes: - Replace the bool with a factor. This gives the user more control on the visibility. - Also draw it on top of the Material and Rendered mode so the user can control what he needs. In certain cases you don't want to see the final rendered material, but the actual texture. - Removed the skipping of objects when in paint modes. As now the paint modes are blended.
2018-06-22Cleanup: styleCampbell Barton
2018-06-21Workbench: Remove warningJeroen Bakker
When in forward rendering and Object outline was disabled every render call created one console warning (uniform objectId not found) this commit removes this warning
2018-06-21T55570: Moved Texture drawtype as to shading popoverJeroen Bakker
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
2018-06-21Studiolight: Calculation of irradiance bufferJeroen Bakker
The calculation of the irradiance buffer was slow. Now it is only calculated when it is being used (background_alpha > 0.0) this solves the freeze when switching to LookDev mode. Also changed the default calculation to use the Spherical Harmonics calculation. This is able to generate the irradiance buffer fast, but is less accurate. As the irradiance buffer is only used for visual guidance speed is more important than accuracy. Added compile directive to switch between the implementations. (see STUDIOLIGHT_IRRADIANCE_METHOD) Disabled caching the irradiance buffer when STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not needed.
2018-06-20Studiolight: Spherical harmonicsJeroen Bakker
Compile time option to reduce the level of the SH
2018-06-20T55550: Workbench Shadows are incorrect in first draw cycleJeroen Bakker
Shadows uses the old location for light_direction. Maybe a merge conflict.
2018-06-19Cleanup: some more valid G.main usages moved to G_MAIN.Bastien Montagne
2018-06-193D View: improve selection lockingCampbell Barton
Locked selection would still occlude with objects which could not be selected.
2018-06-19Particles: Support changing modifiers during particle edit modeSergey Sharybin
The idea is to only use pointers to particles in original object when creating an edit structure. The derived mesh we get from evaluated object. The rest of the commit is just keeping pointers in sync.
2018-06-19Revert: EditMode Inactive edge drawingJeroen Bakker
Did it manually as there was some refactoring done that has value
2018-06-183D View: don't show manipulators when overlay is disabledCampbell Barton
2018-06-18Cleanup: redundant greater thanCampbell Barton
2018-06-18Workbench: increased Quality of the diffuse lighting modelJeroen Bakker
- implemented Spherical Harmonics L2 for diffuse shading. TODO: caching the precalculated harmonics so it won't take soo long to open the popover
2018-06-183D View: support outline overlay optionCampbell Barton
2018-06-18Refactor: Put ViewportAA as UserPrefJeroen Bakker
By default users want AA in the viewport. For slower systems you want to be able to turn it off. As in the future we would also like to support TAA in the viewport we introduced it as a Max Viewport AA settings. Also removed the drawoption to enable/disable AA per viewport When rendering the AA is always turned on.
2018-06-17Edit Mesh: Fix buggy occlusion when in xray mode.Clément Foucault
This mimics the behaviour of the old wireframe mode. When in Xray mode, don't use the limit selection to visible option. Also hide the option if Xray is enabled.
2018-06-173D View: 3D Cursor was not restoring GL stateCampbell Barton
Caused camera frame to be double width.
2018-06-17Edit Mesh: tweak active face edge widthCampbell Barton
This rewinds a change from own commit e3d88b021c07d The only took edge overlay into account (crease, seam.. etc) Currently active-face also uses this width. While the difference is subtle, this makes the active-face stand out more clearly.
2018-06-17Cleanup: codestyleCampbell Barton
2018-06-17Outlines: Don't draw Xray mode outlines in material or render modeClément Foucault
2018-06-16Edit Mesh: Simplify the overlay shader.Clément Foucault
Remove all the clip cases and just pass the vertices screen position to the fragment shader. This does put a bit more pressure on the fragment shader but it seems to be faster than before. And it simplify the code a lot. It seems to fix some long standing issue on some intel GPU.
2018-06-16Edit Mode: Fix bad display of edges when limit selection mode is Off.Clément Foucault
2018-06-16Merge branch 'master' into blender2.8Brecht Van Lommel
The Eevee AO node supports the new Normal socket, but ignores Distance, Samples, Inside and Only Local settings.
2018-06-15Cleanup: code styleCampbell Barton
2018-06-15Edit Mesh: tweak vertex size & edge widthCampbell Barton
- Vertex size now matches the theme setting. - Edge width is closer to a single pixel line. - Face dot was scaled up to be drawn as a circle, but is currently a square.
2018-06-15Workbench OpenGL render: always render alpha on 1.0Jeroen Bakker
Old implementation rendered alpha to 0.0 for background, but only during deferred rendering. We should attach this to an DNA setting and also let the forward shading respect this. But for now this is a better default
2018-06-15Hair editing: Use original object's particles for drawingSergey Sharybin
This allows to rely on brush to update children positions, and avoid tag of object. Makes it way faster to comb with children enabled.