Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2016-08-09Merge branch 'master' into strand_nodesLukas Tönne
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.
2016-08-04Cleanup: Use BKE_gpencil prefixJulian Eisel
This is a good point to change this as grease-pencil-v2 branch was just merged, so I hope merge conflicts with other branches are minimal.
2016-08-04UI: Correct tooltips for properties region toggle OPJulian Eisel
Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those. Fixes T49006.
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-08-02Viewport: Make lights in local view behave like BI and CyclesJulian Eisel
Ignore that lights are not included in local view, always render them if they are on the correct layers. BI and Cycles do this as well.
2016-07-31Correction to 0f2ff52c0866Julian Eisel
This info is shown while dragging, so should stay where it was.
2016-07-31Enable Undo for "Add background Image"Julian Eisel
Enabled the Undo option for the operation "Add background Image". This is to treat adding a background image like opening an image. This behavior is useful when a background image is add using 'drag and drop'. Reviewers: Severin Reviewed By: Severin Subscribers: brecht Tags: #bf_blender Maniphest Tasks: T47050 Differential Revision: https://developer.blender.org/D1725
2016-07-31simplify redundant conditionalsMike Erwin
The redundant terms were harmless but check an expression we already know to be true (from earlier in the same conditional). Found by PVS-Studio T48917
2016-07-28Fix own mistake from c05363e8895Julian Eisel
Didn't know slink->regionbase is removed when area is active. Don't see why this is done, but it's confusing :S
2016-07-27Fix crash closing Blender while in rendered local viewJulian Eisel
Happens because it was always using regionbase of active/visible area, not the correct one of the (possibly inactive) 3D view. Was pretty hidden because you had to be in local view to trigger it. Could also remove ScrArea * argument from SpaceType.id_remap now, but leaving in there to avoid bigger changes (might also be useful for some case). Steps to reproduce: * Default startup.blend * Enter local view with default cube (/-key) * Render (or open a different editor where the 3D View is) * Close Blender - should invoke crash
2016-07-27Removed deprecated modifier settings for static hair effects.Lukas Tönne
2016-07-25Merge branch 'master' into strand_nodesLukas Tönne
2016-07-24Removed the "effects" settings for statically defined fiber displacement ↵Lukas Tönne
effects. These things will now be possible using nodes.
2016-07-24Fix shader updating, needs a tag reset after invalidating the shader.Lukas Tönne
2016-07-23Depsgraph integration for hair strand nodes (horrible).Lukas Tönne
The depsgraph now invalidates the strand shader when the nodes are changed. As mentioned in the previous commit, this happens through an operation in the object GEOMETRY component for each strand modifier. This is messy, only useful until we have truly granular modifier integration in the depsgraph. Invalidating the shader is currently done just by setting a flag. The actual freeing and subsequent lazy-rebuild of the shader is done in the drawing thread, because during the threaded depsgraph update we don't have a valid OpenGL context. This needs to be sorted out for future viewport recode.
2016-07-22Cleanup: pass pointer to texture draw stateCampbell Barton
2016-07-20Node API for generating hair deformation GLSL code.Lukas Tönne
This is just a stub atm. The BVM system will use nodes to generate a GLSL function, which can then be inserted into and compiled with a framework shader. The deformation function itself is just a simple expression (with autodiff for tangents), so it doesn't need to know about the topology of index buffers and the like.
2016-07-19Handle replacement of the shader cache for strands outside the creation ↵Lukas Tönne
function. This makes it easier to run preparation code outside the gpu module conditionally.
2016-07-19Merge branch 'master' into strand_gpuLukas Tönne
2016-07-17Augmentation of the strand shader with a debugging shader.Lukas Tönne
The debug shader shares most code with the regular shader. It uses a geometry shader pass to create extra vector lines.
2016-07-16Use a converter class for handling differences between DNA and BMesh strands ↵Lukas Tönne
data. This moves most of the data access logic for this data out of the GPU code and into the respective BKE files. The concept is similar to how DerivedMesh is used in other GPU code.
2016-07-15Deduplication of strand drawing functions.Lukas Tönne
The two variants for object and edit mode are the same, except for setting the edit data in the parameters.
2016-07-15Removed deprecated editmode drawing code.Lukas Tönne
The only real missing feature from this code is drawing points and selection state, which can be reimplemented quite easily.
2016-07-15New option for selecting a fiber rendering primitive.Lukas Tönne
Currently lines and ribbons (triangle strips) are supported. The ribbon width can be controlled with a parameter. Ribbons are oriented toward the camera, similar to billboards, but shaded like lines with the Kajiya shader imitating a reflective tube.
2016-07-15Correct error in snap commitCampbell Barton
2016-07-15Cleanup: rename snap varsCampbell Barton
2016-07-15Add "Snap Selection to Active" option in menuCampbell Barton
D1963 by @wisaac, re-worked to de-duplicate logic
2016-07-14Cleanup: comment blocksCampbell Barton
2016-07-13Fix crash when adding a strands modifier and the fiber vertex/edge buffer is ↵Lukas Tönne
NULL. The NULL buffer pointer is expected, just needs a sanity check.
2016-07-13Merge branch 'strand_editmode' into strand_gpuLukas Tönne
2016-07-13Merge branch 'master' into strand_editmodeLukas Tönne
2016-07-13Implementation of Curl effect for vertex displacement.Lukas Tönne
2016-07-13Use BLI_bvhtree_walk_dfs for snappingCampbell Barton
The snapping functions when performed in the perspective view, have some problems in the threshold (a distortion) and in the clip plane (the normal is incorrect). These problems can be only observed when making the snap to edges or to vertices (nearest to ray function). This patch propose a totally different solution. The idea is to project the edges of bvh nodes and test the 2d projection of the snap element. For this it used the BLI_bvhtree_walk_dfs function. It is important to pay particular attention also to the changes in `ED_transform_snap_object_project_view3d_ex`
2016-07-13Vertex/Weight Paint: Support view-selected on last-strokeCampbell Barton
D1875 by @lichtwerk
2016-07-11Alternative implementation for strand fiber interpolation without a geometry ↵Lukas Tönne
shader. Geometry shaders easily become performance bottlenecks, for in-depth explanation see e.g. http://gamedev.stackexchange.com/a/48434 http://rastergrid.com/blog/2010/09/history-of-hardware-tessellation/ The geometry shader was used so far for generating the fiber geometry (line strips) from just the root vertices. Without a geometry shader every vertex has to be put into a buffer and uploaded to the GPU (we could use a tesselation shader to cut down on size, but that remains to be decided later if OpenGL 4.x is available). To limit the size of this vertex buffer, the vertices contain only minimal necessary information: an index for the fiber curve, and an interpolation curve parammeter in [0.0, 1.0]. The locations of vertices are interpolated in the vertex shader using texture lookups. A range of textures encode all the necessary per-fiber attributes, in particular the interpolation indices and weights wrt. control curves. These control curves are stored in yet another texture (as is the case with the geometry shader too). Initial performance seems to improve drastically without the geometry shader.
2016-07-11Added "effects" to the hair modifier for testing deformation of the hair in ↵Lukas Tönne
the shader. These features will ultimately be implemented through nodes, but they are quite useful for testing the shading itself and the performance.
2016-07-09Enum property for selecting among the available hair shader models.Lukas Tönne
Available choices are the "classic" particle shading (bogus, but useful for comparison), Kajiya, and Marschner. The Marschner model is not yet implemented.
2016-07-09Merge branch 'master' into strand_editmodeLukas Tönne
2016-07-09Merge branch 'master' into strand_gpuLukas Tönne
2016-07-08Unified buffer creation for drawing strands in object and edit mode.Lukas Tönne
Control strands are now drawn without subdivision. Control and fiber strands get their own vertex buffers for this purpose. The intermediate StrandData has been removed, because it is just redundant storage of the draw data buffers. The results in StrandData are not used for further editing, so there is really no point in keeping them around.
2016-07-08Cleanup: use normalize_v#_lengthCampbell Barton
2016-07-07Cleanup: spelling, styleCampbell Barton
2016-07-07Refactoring: Renamed the "StrandRoot" arrays to "StrandFiber" for clarity.Lukas Tönne
The strand system contains 2 levels of curve geometry: - "Strands" are the abstract control strands, editable by the user and thus few in number. - "Fibers" are renderable curves, generated based on those strands. "Roots" now is used exclusively for hair follicles, which are attached to the scalp mesh, i.e. follow the mesh deformation.
2016-07-06Enable render strand display during hair edit mode.Lukas Tönne
2016-07-06Replace of (id->lib != NULL) check by meaningful macro.Bastien Montagne
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly, to easily change it (see work done in asset-engine branch). Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer, and not a check whether ID is linked or not. Will have a closer look at it later. Reviewers: campbellbarton, brecht, sergey Differential Revision: https://developer.blender.org/D2082
2016-07-06GPU buffer functions for drawing a strand edit BMesh.Lukas Tönne
Now the object mode and edit mode for strands use the same drawing code. Derived render strands are not yet supported (they may need re-scattering during editing) and the tool settings have no effect yet.
2016-07-06Do strand and editstrand drawing in the same place, so they are not shown both.Lukas Tönne
2016-07-05Render border: don't disable when drawing around the entire camera.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D712
2016-07-05Merge branch 'strand_editmode' into strand_gpu_editmodeLukas Tönne