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2016-05-26Image viewer scopes update: OMP->BLI_task.Bastien Montagne
Gives over 50% faster scope update (from 4.5ms to 2.2ms here with SD shot)! Probably mostly due to more clever usage of thread-local data (which avoids any lock, when OMP code had a rather stupid critical section for minmax)...
2016-05-26Correct invalid pointer-pair compare checkCampbell Barton
2016-05-26Cleanup: glsl styleCampbell Barton
2016-05-26BMesh: don't alloc zero sized select elem arrayCampbell Barton
2016-05-25Added ambient occlusion support in materialClément Fukhaut
Algorithm is slow but high quality Added backface buffer to compute per pixel thickness Sampling quality is passed via uniforms and not via constants : this is a little slower but it does not need to recompile shader every time Moved some code for organisation.
2016-05-25Fix T47257: bevel crash when there are internal faces.Howard Trickey
Bevel had assumed that when rebuilding a face that touches a vertex with beveled edges, the edges of the face at that vertex would be adjacent in internal order. That is not necessarily true if there are edges with more than two faces attached. We could just prohibit beveling any edges that touch a vertex where this happens (we already don't bevel non-manifold edges) but the use case in the model of T47257 seems reasonable. Also had to fix the edge-ordering code, and the face reconstruction code to take care of cases where the face normal may not be as expected.
2016-05-25Depsgraph: Simplify some loops using foreach()Sergey Sharybin
2016-05-25Depsgraph: Solve wrong datamask calculated by depsgraphSergey Sharybin
This is a weak concept, but nice t support it for now, so we can enable new depsgraph by default earlier.
2016-05-25Move editmesh undo into its own fileCampbell Barton
2016-05-24Fix own mistake in D1120: wrong indexing of UV maps during tangent calculationAlexander Romanov
2016-05-24Fix T48496: Viewer function in NodeWrangler addon don't work in Material ↵Sergey Sharybin
Shading mode
2016-05-24Cleanup: indentationCampbell Barton
2016-05-24Sequencer's histogram view: OMP -> BLI_task.Bastien Montagne
New code using loop/finalize model is about 45% faster (from 4.4ms tp 2.4ms per frame, overall playback of single shot in sequencer in this preview mode goes from 40 to 45fps).
2016-05-24ndof: build system cleanupMike Erwin
Only Linux needs a lib linked in (libspnav). ghostndof3dconnexion refers to an obsolete Mac driver shim.
2016-05-23Fix T48487: Physics cache names allow (back)slashes, which breaks its handling.Bastien Montagne
For now, just validate new pointcache names as if they were filnames. Ideal solution would be rather to validate names in `ptcache_filename()`, but it would likely break some existing caches - and we'd also have to ensure we still have uniqueness of name after it has been cleaned up, wich would not be trivial at this stage. So let's go for simple solution for now, especially since this part of code is to be fully rewritten in 2.8...
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 scale of vertex color values when doing border render of Cycles ↵Sergey Sharybin
viewport
2016-05-23Fix wrong vertex color in BI GLSL modeSergey Sharybin
The issue was caused by recent normalization added to the GLSL attributes.
2016-05-23B-Bones improve handle calculationCampbell Barton
This changes the bezier handles b-bones to fit to a circle more closely.
2016-05-23BLI_math: Add function to calculate circular cubic curve tangentsCampbell Barton
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 T48497: Stupid typo in recent own BLI_task forloop work that broke ↵Bastien Montagne
non-parallelized case.
2016-05-22Fix missing Ignore option for GLSL bumpSergey Sharybin
2016-05-22Use previous shading mode for border render in viewportSergey Sharybin
This way we can have border rendered part in the viewport and have everything else material/texture shaded.
2016-05-22Make Shift-Z in viewprot a toggle between current shading mode and rendered oneSergey Sharybin
This way it is now possible to toggle between material and rendered shading while previously rendered viewport will always go back to solid shading.
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
2016-05-22Fix T48476: 'Recalculate Bone to Cursor' failsCampbell Barton
2016-05-21Python API: add material to uniforms from gpu.export_shader.Sebastian Ullrich
Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457
2016-05-21Forgot to remove omp header include...Bastien Montagne
2016-05-21Dynamicpaint: fix (unreported) missing progress bar in early baking stage.Bastien Montagne
Nothing was shown in UI during pre-bake step, while it can take several minutes to complete with heavy geometry.
2016-05-21DynamicPaint: massive refactor, replace all OpenMP usage by BLI_task and ↵Bastien Montagne
other optimizations. This commit makes Dynamicpaint modifier evaluation (during playback) a few percents quicker. However, it makes dynapaint's 'image sequence' baking about 33% quicker (from 119 to 77 seconds in own heavy test), partly due to switch to BLI_task itself (about 20%), and partly due to optimizations (remaining ~13%). As usual, did a lot of tests here to ensure nothing is broken, but a lot more users' testing would definitively be welcome too! ;) Note that some quite meaningless omp forloops have been removed (parallelizing thousands of vec copy does make it two or three times quicker, but the few hundreds of microseconds gained do not make any difference in a hundreds millisecond process). Also, this code could still use a lot more cleanup (naming etc.), the way it (tries to) handle malloc faults is also totally flacky and makes the code horribly verbose and convoluted in some places - without actually catching all possible faults (memarena could make it more easy to handle here), etc.
2016-05-21BKE Mesh mapping: add 'vert to looptri' mapping generator.Bastien Montagne
2016-05-21Started adding beckmann distribution.Clément Fukhaut
Improved Sun disk equations. Adde Tried Ray aligned disk intersection to match cycles but it's not working on microfacet bsdf for now.
2016-05-21GPencil: Add hotkeys for the "Delete Active Frame" operatorJoshua Leung
Usage: * D+X - Works anytime, anywhere * Shift-X - Works in EditMode only * Via Delete Menu - EditMode only Often doing video tutorials or perhaps during dailies/shot review you want to quickly get rid of a quick scribble you made for making a point, without having to undo (i.e. maybe you edited some objects in between) and/or without having to use the eraser (i.e. it'd take too long to cover the entire area).
2016-05-21GP Sculpt: Make the cursor more visible on light backgroundsJoshua Leung
On light coloured backgrounds (especially on white), it was impossible to see where the cursor was. This commit adds a second ring (black) to the cursor so that on light backgrounds, even if the light ring isn't visible the black one will be.
2016-05-21Hopefully fix OMP/MSVC crap...Bastien Montagne
2016-05-21Dynapaint: Serious cleanup and optimization of dynamicPaint_createUVSurface ↵Bastien Montagne
(mostly). Gives 3-4% speedup in pre-bake step (from 112 to 108 seconds with own heavy test file). Note that here we have a huge potential performance boost if we replace the flat `Bounds2D *faceBB` array of UV tris bounding boxes by a real 2D AABB tree (right now, we can loop over all UV triangles times the number of pixels of the surface times 5...).
2016-05-20Fix GLSL shader failing to compile on OSXSergey Sharybin
Bit operations are not supported on legacy profile of OSX.
2016-05-20Support Cycles wave texture in GLSL viewport.Thomas Dinges
2016-05-20Support Cycles noise texture in GLSL viewportSergey Sharybin
2016-05-20Cleanup: Don't use f suffix for values in GLSLSergey Sharybin
Was giving an issues in the past, will avoid it for now.
2016-05-20Support voronoi texture in GLSL shadingSergey Sharybin
It gives some slight differences on the plane corners, but can't really figure out source of the issue here yet. It's still better than fully white texture for the previews anyway. At this point we should perhaps ifdef chunks of the code in order to have faster GLSL compilation and probably even faster compiled code. Will look into this shortly.
2016-05-20Support Cycles magic texture in GLSL viewportSergey Sharybin
2016-05-20Support gradient Cycles texture in GLSL viewportSergey Sharybin
2016-05-20Support Cycles brick texture in GLSL viewportSergey Sharybin