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2018-12-01UI: Simplify the area border drawingClément Foucault
Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
2018-11-17Eevee: Optimize Color Ramp node for common cases.Clément Foucault
2018-11-17GPU: Cleanup / Opti : Vectorize + MADD and remove unused functionClément Foucault
2018-11-15Cleanup: Double semicolon at the end of lineSergey Sharybin
2018-11-08Eevee: Add partial support for the Light Path NodeClément Foucault
This makes it possible to tweak indirect lighting in the shader. Only a subset of the outputs is supported and the ray depth has not exactly the same meaning: Is Camera : Supported. Is Shadow : Supported. Is Diffuse : Supported. Is Glossy : Supported. Is Singular : Not supported. Same as Is Glossy. Is Reflection : Not supported. Same as Is Glossy. Is Transmission : Not supported. Same as Is Glossy. Ray Length : Not supported. Defaults to 1.0. Ray Depth : Indicate the current bounce when baking the light cache. Diffuse Depth : Same as Ray Depth but only when baking diffuse light. Glossy Depth : Same as Ray Depth but only when baking specular light. Transparent Depth : Not supported. Defaults to 0. Transmission Depth : Not supported. Same as Glossy Depth. Caveat: Is Glossy does not work with Screen Space Reflections but does work with reflection planes (when used with SSR or not). We have to render the world twice for that to work.
2018-11-08Eevee: Fix geometry node for environments and support true_normalClément Foucault
Also minor cleanup for the Bump node.
2018-11-08GPU: Cleanups: Remove GPUMatType, Vectorize / MADD some operationsClément Foucault
2018-11-08Eevee: Add support for interpolation options for Environment Texture nodesClément Foucault
2018-11-08Eevee: Support for extension type in the Node Image TextureClément Foucault
This does not work with the box projection mode. Implementing for box projection mode would be difficult, slow, and produce a lot of code duplication. Also i'm not sure this is worth it, as it's not a common use case.
2018-11-07Eevee: Fix volumetric broken after recent changeClément Foucault
2018-11-07Eevee: Wireframe: Increase precision a bitClément Foucault
Take the full derivative and compute its length instead of using fwidth.
2018-11-07Eevee: Make Normal node interactiveClément Foucault
Before it was triggering shader recompilation. Include small cleanup/opti.
2018-11-07Eevee: Fix non normalized Normals in BSDFs and Layer WeightClément Foucault
Although the normal was normalized when evaluating the lighting, the normal is often used for other purpose. In this case using the non normalized normal maybe the source of errors.
2018-11-07GPU: Cleanup: Vectorize operations and use MADDClément Foucault
2018-11-07Eevee: Support monochromatic Transparent BSDF correctlyClément Foucault
This fits Cycles better even if it is only for grey scale values. This only work if the blend mode is Alpha Blend or Alpha Hashed.
2018-10-29Dope Sheet: new option to display keyframe interpolation mode and extremes.Alexander Gavrilov
With the new automatic handle algorithm, it is possible to do a lot of the animation via keyframes without touching the curves. It is however necessary to change the keyframe interpolation and handle types in certain cases. Currently the dopesheet/action editor allows changing the types, but does not show them in any way. To fix, add a new menu option to display this information. For handle type, it is represented using the shape of the key icons: diamond for Free, clipped diamond for Aligned, square for Vector, circle for Auto Clamp, and cirle with dot for Automatic. Non-bezier interpolation is a property of intervals between keys, so it is marked by drawing lines, similar to holds. In this initial version, only the fact of non-bezier interpolation is displayed, without distinguishing types. For summaries, the line is drawn at half alpha if not all curves in the group are non-bezier. In addition, it is sometimes helpful to know the general direction of change of the curve, and which keys are extremes. This commit also adds an option to highlight extremes, based on comparing the keyed values with adjacent keys. Half-intensity display is used for overshot bezier extremes, or non-uniform summaries. Reviewers: brecht, aligorith, billreynish Differential Revision: https://developer.blender.org/D3788
2018-10-22Optimizadion: Fix performanse issue of UI on some old GPUs.mano-wii
Apparently the registry is not large enough and the compiler does something bad in indexing the array.
2018-10-18Eevee: Fix default texture coord for procedural texture in world treeClément Foucault
2018-10-18Cleanup: node_tex_checker: Vectorize operation in GLSLClément Foucault
2018-10-09Cleanup: Remove old smoke drawing codeClément Foucault
2018-10-05Cleanup: styleCampbell Barton
2018-10-04Cleanup: Remove some unneeded codeJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D3767
2018-10-01Edit UVs: Refactor drawing Edit UV in Image EditorClément Foucault
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed when texture painting. This will be address in a future commit. We now cache the uv mesh in the mesh batch cache and only reupload data on changes. Update could be more granular (and a bit faster) but it's not our main concern ATM. This should fix problem caused by the IMM api used to draw large meshes. This makes performance skyrocket compared to previous implementation. There is still a big CPU bottleneck when not in sync selection mode but it is not related to the drawing function directly.
2018-09-30GP: Do not use UI pixel scale for strokesAntonioya
This scale value only must affect the interface, but never the stroke.
2018-09-24Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-24Weight Paint: Multiply overlay on the meshJacques Lucke
Use the multiply blending mode for the weight paint overlay. To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc. Reviewers: brecht Differential Revision: https://developer.blender.org/D3727
2018-09-20Eevee: Implement Wireframe NodeClément Foucault
This implementation is a bit hacky but match cycles pretty close. If pixel size is not enabled, it will use the geom shader to compute distances between vertices. This will have a cost. Implementation is a bit hacky in gpu_codegen to make the geom shader works in an optional manner.
2018-09-11GPUMaterial: Fix issue with coloramp and constant interpolationClément Foucault
It was not respecting the clamp to edge texture param because we use texelFetch directly in this case.
2018-09-10Eeevee: update to match recent voronoi GLSL features for Cycles.Charlie Jolly
Differential Revision: https://developer.blender.org/D3680
2018-09-07UI: move toolbar arrow closer to button edgeCampbell Barton
Could overlap icons.
2018-09-02Cleanup: comment blocksCampbell Barton
2018-08-23UI: Optimize the area border drawingClément Foucault
It is was not really a bottleneck but it was triggering my OCD when 1/3rd of the drawcalls in a normal scene were basically only caused by this.
2018-08-22Object Mode: Add back spot cone displayClément Foucault
2018-08-22Paint Overlay: Fix blending of the brush overlayClément Foucault
2018-08-22DRW: Fix background image displayClément Foucault
This make the workbench draw everything in the background routine just like eevee. This is because the workbench uses floating point buffers too and rendering background to this buffer makes it incorrect without proper color management. This could be improved because in xray the background is not blended but dithered as it's drawn after the main pass.
2018-08-22GPUMaterial: Geometry Node: Add support for parametric outputClément Foucault
This supports meshes and hairs too. Matches cycles output. This adds barycentric coords to the GPUBuiltin enum which will also be used for the wireframe node.
2018-08-14GPUShader: Remove some of the unused shadersClément Foucault
keeping GPU_SHADER_SMOKE until other occurences are removed.
2018-08-14Cleanup: remove unused basic shader, we use many specialized shaders now.Brecht Van Lommel
2018-08-10GPUMaterial: Fix color ramp node with constant interpolationClément Foucault
Color ramp with constant interpolation must bypass texture filtering and use nearest neighboor sampling in order to appear correctly sharp. This patch use a GLSL hack to use nearest sampling on thoses particular color band.
2018-08-10GPUMaterial: Group all colorband texture togetherClément Foucault
This lower the use of texture samplers slots and let users use more real textures in their shaders. This patch also make the ramp texture 16 bit floating point. Meaning you can now use value greater than one in your color ramps. With the limit of 128 colorband per shader (a color band being either a color ramp, a wavelength node or a curve node (and maybe wavelength node in the future)). Only drawback with the current implementation is that it does not remove colorband from pruned GPUNodes but it shouldn't really matter in practice. This should fix T56010
2018-08-09Eevee: Principled BSDF: Add support for the sheen parameterClément Foucault
This is a rough (but fast) approximation that still match cycles reference in common case. In practice, it's just adding more of the diffuse light computed for the diffuse contribution.
2018-08-08Eevee: Use "constant folding" for the principle shaderClément Foucault
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.
2018-08-08Eevee: Remove some of the non-necessary uniformsClément Foucault
The remaining ones are from the attributes linear/srgb switches and from nodes that should be pruned before running their _gpu function.
2018-08-01GPUMaterial: Make Mapping node use UBO storageClément Foucault
This means tweaking parameter is now interactive and does not need to recompile the shaders.
2018-08-01GPUMaterial: Fix nearest samplingClément Foucault
texelFetch return vec4(0.0) if the target pixel is outside the texture rect. So we mimic the default repeate mode that we have for linear interpolation. Fix T56156 Mapping-Node doesn't work
2018-07-31New Grease Pencil object for 2D animationAntonioya
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-30DRW: Add option to only resolve framebuffer colors without depth testClément Foucault
2018-07-21Eevee: Principled: Fix Subsurface input behaviourClément Foucault
Match Cycles behaviour of scalling the SSS radius and don't interpolate between diffuse and SSS result.
2018-07-20GPUMaterial: Texture Node: Add support for Cubic filteringClément Foucault
Like in cycles it's a bit more slower than linear but it's smoother. Works for all projection type.
2018-07-20GPUMaterial: Texture Node: support for nearest (closest) filtering methodClément Foucault
Add placeholder for cubic and smart filtering for now.