Commit Graph

78839 Commits

Author SHA1 Message Date
Clément Foucault
28fa79219d GPUMaterial: Texture Node: Add support for Cubic filtering
Like in cycles it's a bit more slower than linear but it's smoother.

Works for all projection type.
2018-07-20 19:17:15 +02:00
Clément Foucault
26b6b5871e GPUMaterial: Texture Node: support for nearest (closest) filtering method
Add placeholder for cubic and smart filtering for now.
2018-07-20 19:16:48 +02:00
Clément Foucault
e7d8908f14 GPUMaterial: Optimize and fix blending in box mapping
Blending was done in srgb space and was not matching cycles.

Optimized by using less branches and more vector operations.
2018-07-20 19:16:48 +02:00
Brecht Van Lommel
9ad5eafe46 Fix incorrect magnification filter for text texture.
Barely any visible difference, except when drawing big custom text
with the Python API.
2018-07-20 17:40:46 +02:00
Brecht Van Lommel
b3b4b9fb8c Fix WITH_HEADLESS build. 2018-07-20 15:25:47 +02:00
Sergey Sharybin
72cbf966fb Depsgraph: Fix missing relation from proxy_form's ID properties
Hopefully this will fix issue with camera rig where camera properties
(like, near/far clip) are driven by custom properties from bones, and
those bones are actually belong to proxied armature.
2018-07-20 15:15:12 +02:00
Brecht Van Lommel
4a79b46b9c Fix build error with release + debug info build. 2018-07-20 13:35:08 +02:00
Clément Foucault
244b825ccd Fix assert for Image & Brush icon preview 2018-07-20 12:54:57 +02:00
Clément Foucault
a185bf3b85 Workbench: Add backface culling support 2018-07-20 12:41:54 +02:00
Clément Foucault
61c00802d0 Basic Draw Engine: Cleanup unused code.
This engine is only used for selection and draw depth so no need for
anything else.

Also add backface culling support to selection.
2018-07-20 12:41:54 +02:00
Bastien Montagne
ecfb74833d Merge branch 'master' into blender2.8 2018-07-20 12:13:58 +02:00
Bastien Montagne
710a059549 Cleanup: Move 'WAVEFORM_LOADING' of sounds from flags to tags.
This is purely runtime data, so move it to new tags. ;)
2018-07-20 12:11:34 +02:00
Bastien Montagne
f48e81e720 Fix T55414: waveforms are reprocessed when undoing
Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
2018-07-20 12:01:38 +02:00
Bastien Montagne
2de283615f Make draw_armature() abort in case pose is not up-to-date.
Previously it was calling `BKE_pose_rebuild()`, such thing shall never
be called from drawing code! Hopefully this now works as expected and
that horrible hack is not needed anymore.
2018-07-20 10:22:06 +02:00
Bastien Montagne
c205de0203 Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.

This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).

We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
2018-07-20 10:22:06 +02:00
Sergey Sharybin
8a42b3909f Subsurf: Add basic statistics to help benchmarking 2018-07-20 09:28:02 +02:00
Clément Foucault
94722121e5 Fix MSVC compilation error in a less hacky way 2018-07-19 17:20:48 +02:00
Clément Foucault
44c7a7cf8b Fix compilation error with MSVC 2018-07-19 17:18:19 +02:00
Alexander Gavrilov
0bf8096501 Resolve the opposite vector ambiguity in Damped Track constraint.
Damped Track by specification attempts to arrive at the desired
direction via the shortest rotation. However with opposite vectors
there are infinitely many valid 180 degree rotations. Currently
it gives up and does nothing.

I think that it would be more reasonable to resolve the ambiguity
arbitrarily, so that Damped Track won't have a weird dead zone.
To make it more predictable I use a local axis.

In addition, the singularity area vicinity has some floating
point precision problems that result in significant jitter.
This applies workarounds for two causes of instability.

Differential Revision: https://developer.blender.org/D3530
2018-07-19 17:58:27 +03:00
Brecht Van Lommel
ca0ecf4c08 Fix crash with previews of non-IDs, like pose library thumbnails. 2018-07-19 16:31:15 +02:00
Clément Foucault
5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00
Sergey Sharybin
3882d0943b Subsurf: Fix wrong edge original index 2018-07-19 11:23:59 +02:00
Sergey Sharybin
64bbfaf421 Subsurf: Set original index for high-poly vertices 2018-07-19 11:23:59 +02:00
Campbell Barton
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
Ray Molenkamp
34a45c54e0 Merge remote-tracking branch 'origin/master' into blender2.8 2018-07-18 20:02:16 -06:00
Ray Molenkamp
51f14cfa43 make.bat : restore msvc2015 support.
broke when i removed the 2013 support.
2018-07-18 20:00:34 -06:00
Brecht Van Lommel
20191980f4 Cycles: increase volume stack to support 32 overlapping volumes.
This increases stack memory usage some, and ideally we'd support a dynamic
size. But this is quite difficult on the GPU and hopefully 32 is enough even
for very complex cases.
2018-07-18 22:58:52 +02:00
Brecht Van Lommel
e81dc0b7bc Fix E key in Python console not working after recent changes. 2018-07-18 22:23:29 +02:00
Clément Foucault
c05a8460a6 Icon/Render Preview: Fix Race condition with BKE_*_localize
When editing a Material the depsgraph can throw away the evaluated ID
before the preview job localized the said ID.

To fix this we localize the ID from the main thread.

Also fix WM_OT_previews_ensure crashing because of no depsgraph.
2018-07-18 19:30:34 +02:00
Brecht Van Lommel
057b4a6acf Fix/workaround T56019: memory leak with preview renders.
I would not expect the order of registration to matter, and ideally we want
to order the engines in the UI menu differently, but this helps for now.
2018-07-18 18:46:40 +02:00
Brecht Van Lommel
9d514a4e6f Cleanup: remove debug comment. 2018-07-18 18:11:59 +02:00
Sergey Sharybin
2604f281b7 Cycles: Fix missing nested particle systems when instanced multiple times
Was only visible when doing command line, since it was happening due to
cache-free policy which was aimed to bring memory usage down.

The issue is that if object with particle system is used as a nested
duplicator multiple times, it will only generate children first time,
and after that its caches are freed. After that duplication system
can not generate any instances, since the path cache is lost.

Now we delay caches free to after all objects are synchronized, which
ensures all instances are generated.

This will increase a memory peak a bit during object synchronization
time, but overall it shouldn't be that bad, since memory footprint
after synchronization will stay the same as before this change.

The ultimate thing to do here would be to drop the whole dependency
graph away, but this will require:

- API on engine side, to inform it to drop the dependency graph.
- Changes in Cycles report system to NOT use evaluated scene to get
  scene name (evaluated scene will be gone with dependency graph).
2018-07-18 16:09:19 +02:00
Sergey Sharybin
5fd677c83c Subsurf: Add subdivision code which uses new module
The code is ifdef-ed for now, since there is more work needed
to be done before we can officially switch to it.

Uses new subdiv module.
2018-07-18 15:42:49 +02:00
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