Commit Graph

78806 Commits

Author SHA1 Message Date
Sergey Sharybin
433bb9bbcb Subsurf: Begin new subdivision surface module
The idea is to use this as a replacement of old CCG, now it is
based on OpenSubdiv. The goal is to reduce any possible overhead
which was happening with OpenSubdiv used by CCG.

Currently implemented/supported:

- Creation from mesh, including topology on OpenSubdiv side,
  its refinement.

- Evaluation of limit point, first order derivatives, normal,
  and face-varying data for individual coarse position.

- Evaluation of whole patches.

  Currently not optimized, uses evaluation of individual coarse
  positions.

- Creation of Mesh from subdiv, with all geometry being real:
  all mvert, medge, mloop, and mpoly.

  This includes custom data interpolation, but all faces currently
  are getting separated (they are converted to ptex patches, which
  we need to weld back together).

Still need to support lighter weights grids and such, but this
is already a required part to have subsurf working in the middle
of modifier stack.

Annoying part is ifdef all over the place, to keep it compilable
when OpenSubdiv is disabled. More cleaner approach would be to
have stub API for OpenSubdiv, so everything gets ifdef-ed in a
much fewer places.
2018-07-18 15:42:49 +02:00
Sergey Sharybin
c64262a05a OpenSubdiv: Add API to evaluate face-varying data
There are move changes along the line to keep everything
working from from C.
2018-07-18 15:42:49 +02:00
Campbell Barton
428743a9b0 Cleanup: style for GPU module 2018-07-18 23:10:31 +10:00
Clément Foucault
f882df9e0f GPU: Fix build error on Mac and Windows. 2018-07-18 14:58:56 +02:00
Brecht Van Lommel
3d67819a17 Merge branch 'master' into blender2.8 2018-07-18 14:13:16 +02:00
Campbell Barton
257d072317 3D View: show 3D axis-letter when pointing away
While only the positive axis is shown,
account for an exception when axis aligned.
2018-07-18 22:08:10 +10:00
L. E. Segovia
5078b9d2d0 Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.

Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".

Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
2018-07-18 13:59:06 +02:00
Brecht Van Lommel
566b319335 Cleanup: Cryptomatte node style tweaks. 2018-07-18 13:59:06 +02:00
Stefan Werner
bdda0964e0 Compositor: Cryptomatte compositing node.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.

Reviewers: brecht

Reviewed By: brecht

Subscribers: brecht

Tags: #compositing

Differential Revision: https://developer.blender.org/D3531
2018-07-18 13:03:34 +02:00
Clément Foucault
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
Clément Foucault
247ad2034d GWN: Port to GPU module: Move files to GPU
This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-18 00:17:57 +02:00
Clément Foucault
6329629bb9 GWN: Port to GPU module: codestyle & licence 2018-07-18 00:17:57 +02:00
Ray Molenkamp
a28fd8fee2 Merge remote-tracking branch 'origin/master' into blender2.8 2018-07-17 14:46:22 -06:00
Ray Molenkamp
41045478ab make.bat: remove msvc2013 support. 2018-07-17 14:44:47 -06:00
Brecht Van Lommel
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
Brecht Van Lommel
7b3a18f0aa Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
2018-07-17 14:59:07 +02:00
Brecht Van Lommel
f8e2dba7fe UI: move specular light settings to Lights tab in user preferences. 2018-07-17 14:59:07 +02:00
Brecht Van Lommel
117a5c0ac7 Fix Python error removing studio lights in user preferences. 2018-07-17 14:59:07 +02:00
Brecht Van Lommel
6d8e36b723 Fix inconsistent shade smooth naming in object and edit mode. 2018-07-17 14:59:07 +02:00
Bastien Montagne
7c8e6048b3 Merge branch 'master' into blender2.8 2018-07-17 13:58:26 +02:00
Bastien Montagne
efe94793c0 Fix T56003: Opening image files as movies in VSE crashes.
metadata loading code was assuming all videos in Blender were from
FFMPEG... added empty place-holders for other types too, we probably
could load some metadata from pictures or AVI files too!
2018-07-17 13:55:43 +02:00
Jeroen Bakker
8d53b72b81 World: Added 'Viewport Display' panel
The Properties->World tab had no Viewport Display panel. The world color
itself was hidden when the 'use_node_tree' was enabled.

Also renamed the World.horizon_color to World.color as it has nothing to
do with the color of the horizon (old BI feature)
2018-07-17 12:39:03 +02:00
Vuk Gardašević
84d4037363 UI: Single-column and flow layout for Scene properties
See D3532
2018-07-17 12:17:42 +02:00
Vuk Gardašević
273482749e UI: Minor fixes to separators on menus
Closes D3547
2018-07-17 11:59:24 +02:00
Clément Foucault
7dcc7bd5ee Object Mode: Add back object bound display 2018-07-17 11:36:21 +02:00
Pablo Vazquez
dc3b3d9453 UI: Lamp -> Light for the object type visibility operators
Spotted in a live stream by Emilton Mendoza, thanks!
2018-07-17 00:45:56 +02:00
Bastien Montagne
b85be88655 Fix (IRC-reported) wrong usercount handling of deprecated IPO datablocks.
versionning code would unref those twice... Reported by @ßergey on IRC, thanks!
2018-07-16 22:29:26 +02:00
Clément Foucault
d5f048f883 Eevee: Add debug visual for Cascaded Shadow Maps 2018-07-16 20:08:09 +02:00
Clément Foucault
db374d6658 DRWDebug: Add new debug functions for spheres and matrices. 2018-07-16 20:08:09 +02:00
Clément Foucault
1f69ffd35b Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
2018-07-16 20:08:09 +02:00
Clément Foucault
44a9c39229 Workbench: Fix use of uninitialized memory. 2018-07-16 20:08:09 +02:00
Clément Foucault
eef6e1cca1 StudioLight: Fix codestyle 2018-07-16 20:08:09 +02:00
Clément Foucault
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
Clément Foucault
43593e846b Matcap: Fix missing pixel on preview icons 2018-07-16 20:08:09 +02:00
Sergey Sharybin
5852420023 Merge branch 'master' into blender2.8 2018-07-16 17:34:10 +02:00
Sergey Sharybin
e6af8758c8 Ghost: Fix memory leak happening with keyboard mapping access
So far only noticed system de-initialization doesn't perform full
object free. So rather harmless but yet stupid.
2018-07-16 17:32:57 +02:00
Sergey Sharybin
dc123ac9e5 Merge branch 'master' into blender2.8 2018-07-16 16:18:43 +02:00
Sergey Sharybin
1e1c858cf1 Cleanup: Remove obscure flag which was only used for read in subsurf code
Some sort of rudiment from many years ago, is never set by 2.5x code.
2018-07-16 16:15:57 +02:00
Sergey Sharybin
3465013bb7 Merge branch 'master' into blender2.8 2018-07-16 15:58:39 +02:00
Sergey Sharybin
72d1fb9934 Cleanup: Use const qualifier for UV vertex map 2018-07-16 15:58:12 +02:00
Sergey Sharybin
88c2193d16 Merge branch 'master' into blender2.8 2018-07-16 15:48:13 +02:00
Sergey Sharybin
20f3cbfb78 Cleanup: More clear naming in UV vertex/element mappings
Also use unsigned short for loop index within a polygon for UV vertex
mapping, which matches UV element mapping.
2018-07-16 15:44:43 +02:00
Philipp Oeser
77d70c7f1d Merge branch 'master' into blender2.8 2018-07-16 15:16:00 +02:00
Philipp Oeser
43f0af734e Fix T55944: fbx export error with smoothing face
ddee0931b8 added PROP_RAW_BOOLEAN case for foreach_set, but missed
foreach_get

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3534
2018-07-16 15:03:21 +02:00
Philipp Oeser
96b4e43e8d Fix T55527: creating a Quaternion without args should result in identity
quaternion

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3487
2018-07-16 15:03:21 +02:00
Brecht Van Lommel
de2f1c64fe Merge branch 'master' into blender2.8 2018-07-16 14:36:59 +02:00
Brecht Van Lommel
80795ff897 Buildbot: update for new VS2017 buildbot worker name. 2018-07-16 14:34:24 +02:00
Sergey Sharybin
e142339162 Fix compilation with older OpenSubdiv libraries
Only fixes compilation error, the functionality will be limited.

Currently we don't care that much, since all the work is done in
the branch anyway.

Later on when we'll know which fixes we need to apply on top of
latest OpenSubdiv library we will call a library upgrade.
2018-07-16 12:55:39 +02:00
Sergey Sharybin
775c4eb903 OpenSubdiv: Remove one more unused file 2018-07-16 12:34:19 +02:00
Sergey Sharybin
d3674587b2 OpenSubdiv: Remove unused file 2018-07-16 12:33:32 +02:00