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
2016-06-27Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/pointcache.c source/blender/makesrna/intern/rna_main_api.c source/blender/makesrna/intern/rna_particle.c
2016-06-27Fix T48733: World background fails in 3d-viewCampbell Barton
Missing from fix for T48555. Unfortunately duplicates code.
2016-06-25GPU: move select index code out of WMCampbell Barton
This avoids bad-level calls.
2016-06-22Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/readfile.c source/blender/editors/physics/particle_edit.c
2016-06-22Cleanup: styleCampbell Barton
2016-06-21Merge branch 'master' into blender2.8Campbell Barton
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-06-13Merge branch 'master' into blender2.8Campbell Barton
2016-06-10Fix GPU logical error changing stippleCampbell Barton
2016-06-09GPU: only call glShadeModel when neededCampbell Barton
2016-06-09GPU: avoid multiple bind calls in GPU_draw_pbvh_buffersCampbell Barton
Also add utility functions: GPU_basic_shader_bind_enable/disable so we don't have to get the previous state every time and manipulate it
2016-06-09Merge branch 'master' into blender2.8Campbell Barton
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-09Merge branch 'master' into blender2.8Campbell Barton
2016-06-09Merge branch 'master' into blender2.8Campbell Barton
2016-06-09Compilation error fix after recent cleanupSergey Sharybin
Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;)
2016-06-08Cleanup: GPU arg wrappingCampbell Barton
2016-06-08Cleanup: GPU headersCampbell Barton
2016-06-07GPU: Fix triple buffer w/ basic glsl shaderCampbell Barton
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-07GPU: Fix for glDrawPixels drawing w/ glsl shaderCampbell Barton
The basic shader needs to be temporarily disabled in this case. Add macros for temp store/restoring the state.
2016-06-07GPU: make using the glsl basic-shader a flagCampbell Barton
This allows for it to be more easily tested.
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-07Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/particle.c source/blender/editors/transform/transform_snap_object.c
2016-06-07World space switch for BI nodes.Alexander Romanov
At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046
2016-06-02Fix T47637: Multiple multires objects in Sculpt mode make blender crash.Bastien Montagne
That was a nice and funny hunt, albeit rather time consumming! To summarize, so far code was using a static global gpu_buffer for pbvh vbo drawing of 'grid' types (multires mostly?). There were two issues here: 1) Global gpu buffer was assigned to GPU_PBVH_Buffers->index_buf, but then nearly no check was done when freeing that buffer, to ensure we were not freeing the global one (not totally sure this one was actually causing any issue, but was bad and unsafe anyway). Was solved by adding a flag to GPU_PBVH_Buffers to indicate when we are using some 'common' buffer here, which freeing is handled separately. 2) Main issue: if several multires objects in sculpt mode with different grid size were present simultaneously, the global gpu buffer had to be resized for each object draw (i.e., freed and re-allocated), but then the pbvh nodes from other objects storing freed reference to that global buffer had no way to know that it had been freed, which was causing the segfault & crash. Was solved by getting rid of that global buffer, and instead allocating one 'grid_commmon_gpu_buffer' per pbvh. Told ya baby, globals are *PURE EVIL*!
2016-06-01Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/blender_curves.cpp intern/cycles/blender/blender_particles.cpp source/blender/depsgraph/intern/builder/deg_builder_relations.h source/blender/depsgraph/intern/depsgraph_build.cc
2016-06-01GLSL: Attempt to fix errors in setting UV attributesSergey Sharybin
2016-05-31Properly handle vertex color color space for Cycles GLSLSergey Sharybin
A bit tricky, need to pass additional information about what the attribute is and how to deal with it. BI path stays unchanged, just to make things simplier for now. Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31Cycles GLSL: Make it work with software opengl modeSergey Sharybin
2016-05-31Fix T48553: Cycles GLSL Box projection produces strong artifactsSergey Sharybin
2016-05-30GLSL: Fix voronoi texture giving different results form renderedSergey Sharybin
2016-05-30Support all Cycles image texture projections in the GLSL viewportRalf Hölzemer
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node. Reviewers: sergey Projects: #nodes, #opengl_gfx Differential Revision: https://developer.blender.org/D2036
2016-05-30GLSL: Fix magic colors being offSergey Sharybin
2016-05-30GLSL: Brick texture uses bit operations, which seems to be a failure on some ↵Sergey Sharybin
Intel cards
2016-05-27OpenGL: use EXT version of FBOsMike Erwin
Blender 2.7x supports OpenGL 2.1 which has FBO only as an extension. It was working fine, but this is more correct.
2016-05-26Cleanup: glsl styleCampbell Barton
2016-05-24Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/blender_curves.cpp source/blender/blenkernel/intern/dynamicpaint.c source/blender/blenkernel/intern/particle.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/physics/particle_edit.c source/blender/editors/transform/transform_snap_object.c source/blender/editors/util/undo.c source/blender/makesrna/intern/rna_object_force.c
2016-05-24Cleanup: indentationCampbell Barton
2016-05-23Enable correct GLSL output for cycles normalmap nodeRalf Hölzemer
See T48453 for details and test scenes Reviewers: a.romanov, sergey Reviewed By: a.romanov, sergey Projects: #opengl_gfx, #nodes Differential Revision: https://developer.blender.org/D2011
2016-05-23Add TODO about vertex color linearization to GLSL codeSergey Sharybin
It's not really clear at this moment how we can detect cases when attribute needs linearization. For now added a comment so we don't forget about this, hopefully.
2016-05-23Fix wrong vertex color in BI GLSL modeSergey Sharybin
The issue was caused by recent normalization added to the GLSL attributes.
2016-05-23Fix for all OpenGL lights affecting Cycles viewport, regardless of their ↵Sergey Sharybin
Enabled state Was a regression since e1b8a5d. Probably not very optimal fix, but better than a regression anyway.
2016-05-23Cleanup: glsl indentation, line lengthCampbell Barton
2016-05-23Code cleanup, stick closer to a blender code style in GLSL shaderSergey Sharybin
2016-05-23Support Vertex Color in GLSL viewport for CyclesSergey Sharybin
The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022
2016-05-22Support Musgrave texture for Cycles GLSL viewportSergey Sharybin
Only for non-OSX viewport!
2016-05-22Fix missing Ignore option for GLSL bumpSergey Sharybin
2016-05-22Cycles: Support bump mapping in GLSL viewportSergey Sharybin
This commit implements Bump node in GLSL, making it possible to see previews of bump mapping in viewport without need to render. Nothing really fancy going on here, just uses internal dFdx/dFdy functions to get derivatives of the surface and map itself. Quite basic but seems to behave correct-ish. This commit also makes Displacement material output to affect viewport shading by re-linking unconnected Normal input to a node which was used for displacement output (via Bump node). Intention of all this is to make it really easy to do bump map painting with Cycles as an active render engine. Reviewers: campbellbarton, mont29, brecht, psy-fi Reviewed By: brecht Subscribers: Blendify, eyecandy Differential Revision: https://developer.blender.org/D2014
2016-05-21Python API: add material to uniforms from gpu.export_shader.Sebastian Ullrich
Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457
2016-05-20Fix GLSL shader failing to compile on OSXSergey Sharybin
Bit operations are not supported on legacy profile of OSX.