Age | Commit message (Collapse) | Author |
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
Needed for clan-format not to wrap onto one line.
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
|
|
|
|
Differential Revision: https://developer.blender.org/D3719
|
|
Flat shaded grids are now rendered as a long triangle strip with
degenerate triangles.
Smooth shaded grids are not changed.
Also add back fast navigate. The only difference with 2.79 is that fast
navigate + flat shading will show slitly "incorrect" smooth face. But that's too
much effort to fix for what it is.
|
|
|
|
Didn't realize the index buffer is stored once in a BVH
and same pointer is reused. Surprisingly, simple files
were fixed with the previous fix.
Now disabled the optimization all together, and it was
simpler to just completely remove all residue of the
code. It is likely to be a different implementation
anyway, so no need to try to keep code in a semi-broken
state.
|
|
Nodes can have different number of grids, so can not so simply
re-use index buffer across nodes. For now allow re-using buffer
if number of grids matches.
The issue is, number of grids is probably almost never matches,
so in order to have this optimization working need more tricks.
Maybe we can "instance" index buffers?
|
|
|
|
|
|
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.
This should fix T56466
|
|
|
|
|
|
|
|
|
|
indexbuf generation.
It's cleaner, and actually assert that BMFace is a triangle. Same code
as when generating vertexbuf for flat shading!
|
|
We have to discard the batch in smooth case, because we are modifying
the index buffer (flat shading don't need it, only changes vertex buffer
on redraw, which is safe).
Many thanks to @fclem for his help on debuging/understanding what was
wrong here!
|
|
|
|
|
|
|
|
- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
|
|
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
|
|
|
|
|
|
With the API recently added to gawain, it is now possible to update the vbos linked to the batch.
So the batch does not have to be destroyed.
The optimization is more sensitive when sculpt is made on low poly meshs
|
|
|
|
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
|
|
Relates to T53806 which needs further investigation
|
|
|
|
|
|
|
|
|
|
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
|
|
Those fine-tuning bits will be extended soon, so makes sense to start using
some more verbose flag names when calling functions.
|
|
|
|
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
|
|
|
|
|
|
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
|
|
Would draw without any lighting
|
|
|
|
Follow-up to 0722e41f9ea450be014d667417ff903510be2770 which removed all uses of this struct. Gawain VertexFormat auto aligns attributes as described in @nicholasbishop's performance note.
|
|
|
|
Use GPU_pbvh prefix.
|
|
Add a shader-group type to draw
generated geometry by running a callback.
|
|
|
|
Also replace macro with for loop.
|
|
Currently only uses the simple shader.
|