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2018-10-09Cleanup: Remove old smoke drawing codeClément Foucault
2018-09-27Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-27Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3732
2018-06-29Cleanup: remove another bunch of DM usages, includes etc.Bastien Montagne
2018-06-28GLRefactor: partially remove gl calls from source/blender/editors.Ray Molenkamp
This translates the gl calls to the new GPU_ wrappers from D3501. Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis. This fixes 13 of the 28 failing editors when building without opengl. For the list of substitutions see D3502 Reviewers: brecht Differential Revision: https://developer.blender.org/D3502
2018-04-30DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.Clément Foucault
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
2017-12-07Merge branch 'master' into blender2.8Campbell Barton
2017-12-07Cleanup: Use BKE_colorband prefixCampbell Barton
2017-12-07Cleanup: extract BKE_colorband from BKE_textureCampbell Barton
2017-03-27cleanup unused GPU includesMike Erwin
2017-03-11Merge branch 'master' into blender2.8Campbell Barton
2017-03-11Cleanup: code style & cmakeCampbell Barton
2017-03-01Merge branch 'master' into blender2.8Campbell Barton
2017-03-01Cleanup: code-style, duplicate headerCampbell Barton
2017-02-03Modifications to GPU_texture:Clément Foucault
-Remove NPOT check as it should be supported by default with OGL 3.3 -All custom texture creation follow the same path now -Now explicit texture format is required when creating a custom texture (Non RGBA8) -Support for arrays of textures Reviewers: dfelinto, merwin Differential Revision: https://developer.blender.org/D2452
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-11-02Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2016-10-30Viewport smoke: add support to render the volume using a color ramp.Kévin Dietrich
This is yet another debug option that allows to render an arbitrary simulation field by using a color ramp to inspect its voxel values. Note that when using this, fire rendering is turned off. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-09-26Merge branch 'master' into blender2.8Bastien Montagne
WARNING! Full build is broken, alembic has not been merged in correctly and has some references to particle stuff. Don't have time to tackle this now (and probably would be better if someone knowing what he's doing does it anyway). Conflicts: release/scripts/startup/bl_ui/properties_particle.py source/blender/blenkernel/intern/library_remap.c source/blender/blenkernel/intern/smoke.c source/blender/editors/physics/particle_object.c source/blender/editors/physics/physics_intern.h source/blender/editors/physics/physics_ops.c source/blender/editors/space_outliner/outliner_intern.h source/blender/editors/space_view3d/drawvolume.c source/blender/makesrna/intern/rna_smoke.c
2016-09-25Smoke debug draw: take adaptive domain position into account.Kévin Dietrich
Eventually the various functions that deals with adaptive domain bounding box shall de-duplicated.
2016-09-25Viewport smoke: fix a couple of issues in the new display settings.Kévin Dietrich
- WITH_SMOKE macro was not defined so some code was not compiled, though it was still accessible from the UI - some UI elements were disappearing due to bad indentation, also rework the UI code to not hide but rather disable/grey out button in the UI - Display thickness was not used due to bad manual merge of the code from the patch.
2016-09-25Fix compile error when building without smoke support.Kévin Dietrich
Also fixes possible NULL pointer dereference. Fixes T49445.
2016-09-24Viewport smoke: add options to draw velocity vectors.Kévin Dietrich
This basically exposes to the UI a function that was only available through a debug macro ; the purpose is obviously to help debugging simulations. It adds ways to draw the vectors either as colored needles or as arrows showing the direction of the vectors. The colors are based on the magnitude of the underlying vectors. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-09-24Viewport smoke: add support for axis aligned slicing.Kévin Dietrich
Current approach uses view aligned slicing to generate polygons for GL texturing such that the generated polygons are always facing the view plane. Now it is also possible to use object aligned slicing, which creates polygons by slicing the object perpendicular to whichever axis is facing the most the view plane. It is also possible to create a single slice for inspecting the volume, or for 2D rendering effects. Settings for this, along with a density multiplier setting, are to be found in a newly added "Smoke Display Settings" panel in the smoke domain properties tab. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-09-04Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/blender_particles.cpp source/blender/blenkernel/intern/particle.c source/blender/gpu/intern/gpu_shader.c
2016-08-28Fix T47639: OpenGL render with smoke and fire incorrect when usingKévin Dietrich
transparency. The issue is that we are rendering to a 0..1 clamped sRGB buffer with unpremultiplied alpha, where the correct thing to do would be to render to an unclamped linear premultiplied alpha buffer. Then we would just make fire purely emissive without affecting the alpha channel at all, but that doesn't work here. So for now, draw fire and smoke separately using different shaders and blend modes, like it used to before the smoke programs were rewritten (see rB0372b642).
2016-08-10Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/particle.c
2016-08-08Disable depth buffer writes while rendering smoke in the viewport.Alexander Gavrilov
Depth buffer values are used by the viewport pan and zoom code to adjust response scaling factors between mouse and viewport movement. Letting smoke write to the buffer confuses it and causes the camera to get stuck and move very slowly inside smoke domains, because it thinks it is very close to an object.
2016-04-12Removed remnants of particle draw code.Lukas Tönne
2016-04-04Smoke: Don't use `min` as an uniform nameSergey Sharybin
This is an attempt to fix report T47991.
2016-01-21Cleanup: line length, indentationCampbell Barton
2016-01-16OpenGL Smoke: fix possible inconsistency between fire shader/texture binding.Brecht Van Lommel
2016-01-10OpenGL Smoke: fix color issue, and clarify meaning of variables in the shader.Brecht Van Lommel
2016-01-10Smoke: fix for missing viewport color update.Kévin Dietrich
Active color wasn't copied over if it differs from what the user plugged in in the UI. Also use a darker color for the default color so smoke doesn't doen't appear too bright. Reported in IRC by mib2berlin.
2016-01-10OpenGL: port smoke drawing code to GLSL.Kévin Dietrich
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had to be rewritten. Although this new algorithm has the same behaviour as the old one (view aligned slicing), it works with an arbitrary number of slices (which could eventually be set by the user), which means we can preallocate the buffer. The previous algorithm would slice from the begining to the end of the volume's bbox, and draw the slices as it generates them. Also support for ARB program was removed. Patch by myself, with some minor fixes by Brecht. Reviewers: brecht, #opengl_gfx Differential Revision: https://developer.blender.org/D1694
2016-01-09Smoke (fire): Move spectrum code from C++ (intern/) to C code (BLI)Kévin Dietrich
This change is for a few reasons: - it works with color, and (therefore) will need to be color managed, at some point. This will be much easier to do if the code is closer to the actual color management code (in Blender's core, so to speak). - it has nothing to do with the actual fire simulation, as it is just used to create a lookup table - it can be reused for other purposes (i.e. in Blender internal renderer, if people are interrested in a blackbody node à la Cycles) - cleanup: some functions (`contrain_rgb`, `xyz_to_rgb`) already exist in BLI Reviewers: brecht Reviewed By: brecht Subscribers: brecht Differential Revision: https://developer.blender.org/D1719
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-08OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not ↵Brecht Van Lommel
need it.
2015-11-24OpenGL: when checking GL version, assume >= 2.1Mike Erwin
Mostly glBlendFunc related.
2015-11-22Smoke drawing code cleanups (and little refactor)Kévin Dietrich
This patch contains the following changes: - the vertices and edges arrays would be assigned default values, and then reassigned new ones right away. It appears that those arrays were once global and then made local (rB06a2ee4afed4237398b69ddf253e29a730b2f9f0), so it makes sense now to initialize them with the right values. - the flame spectrum texture was created whether it was needed or not, so now it's only created if there's flame to be drawn, also split the code in a separate function. - reduce the number of parameters to the main draw function, as most of them are member of SmokeDomainSettings. - some other minor cleanups: fold multiple operations into one to get rid of one local variable, mark variables as `const` when necessary, unecessary gl draw calls, reorder the code a bit... Reviewers: campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1368
2015-04-20Cleanup: use bool /w flag checksCampbell Barton
2015-04-16Draw smoke domain in transparent pass. Should composite smoke domainsAntony Riakiotakis
correctly in scene - with known limitations of blending between transparent objects.
2015-04-09Fix T31546 fragment program gets created every frameAntony Riakiotakis
That was really crappy indeed. Now we have a separate API for low level OpenGL programs, plus a nice interface for GPU, also removes some GL calls from main code as a plus :) The source for the programs is also moved to nice external .glsl files (not sure which extension convention GPU assemply uses)
2015-03-27Cleanup: view3d headersCampbell Barton
2014-11-28Cleanup: unused headersCampbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-17Code cleanup: use const for array argsCampbell Barton
2013-12-22Style Cleanup: remove preprocessor indentation (updated wiki style guide too)Campbell Barton
2013-12-20Code Cleanup: styleCampbell Barton
2013-12-19Fix T37869: vertex paint + wireframe draw mode + smoke domain did not draw ↵Brecht Van Lommel
correct.