Commit Graph

75472 Commits

Author SHA1 Message Date
Clément Foucault
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
Clément Foucault
d4dd872d56 Eevee: Simplify shadow test code with macros. 2018-05-04 16:22:23 +02:00
Germano
2439ac2202 Merge branch 'master' into blender2.8 2018-05-04 11:16:13 -03:00
Germano
e78ef82827 BKE: bvhutils: Unifies static functions oh bvhtrees creation. 2018-05-04 11:15:21 -03:00
Bastien Montagne
501637879d Static Override: fix stupid ;istake in moving autooverride to own struct flag. 2018-05-04 15:44:19 +02:00
Bastien Montagne
66be4a1136 Merge branch 'blender2.8' into tmp-static-override-insertion 2018-05-04 15:36:06 +02:00
Bastien Montagne
699d5d4040 Static Override: Add overridable flag to drivers' ID pointer. 2018-05-04 15:32:22 +02:00
Bastien Montagne
10fb83e3f0 Merge branch 'blender2.8' into tmp-static-override-insertion 2018-05-04 15:26:02 +02:00
Sergey Sharybin
554fb0e7e0 Merge branch 'master' into blender2.8 2018-05-04 15:21:42 +02:00
Sergey Sharybin
aa0380a6a5 Cleanup: Remove G.main from framechange_poses_clear_unkeyed() 2018-05-04 15:18:47 +02:00
Campbell Barton
844a17a3d9 Transform: use bool when local matrix is needed
Existing code checked pose/edit mode to check for transforming in an
objects local space.

This added many similar checks all over the code,
which leads to confusion.
Multi-edit caused a regression in UV transform since where UV's
had the object matrix applied by accident.

Now there is a boolean to use a local matrix,
this allows for any mode to have a 4x4 matrix
applied w/o adding mode specific checks everywhere.
2018-05-04 15:18:27 +02:00
Campbell Barton
90e61275d3 Fix mistake in boundbox center 2018-05-04 15:18:27 +02:00
Germano
0a79de526d Merge branch 'master' into blender2.8 2018-05-04 10:12:47 -03:00
Germano
78fde19e68 BKE: Smoke: Fix error with implicit declaration of function due recent changes. 2018-05-04 10:11:30 -03:00
Sergey Sharybin
57a5ef8c61 Depsgraph: Fix missing relations for IDs brought by drivers
This is similar to rather recent fix in nodes builder.

Fixes crash when creating static override for chicken from Dweebs.
2018-05-04 14:30:06 +02:00
Germano
02baf71409 Merge branch 'master' into blender2.8 2018-05-04 09:22:48 -03:00
Germano
aea637456e BKE: BVHtree: Replace all external references of bvhtree_from_mesh_looptri with bvhtree_from_mesh_get. 2018-05-04 09:21:42 -03:00
Jeroen Bakker
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
Sybren A. Stüvel
d8a03c77d7 Allocate/free meshes with generic library functions.
This avoids the need to use Mesh-specific functions, and makes allocation
and freeing easy oneliners.
2018-05-04 14:02:58 +02:00
Germano
3dd6912fce Mesh Remap: Face Corner Data: Do not use large epsilon values to create bvhtrees.
Use ray radius instead.
2018-05-04 09:01:56 -03:00
Germano
8c6a1d8f95 Mesh Remap: Face Data: Do not use large epsilon values to create bvhtree.
If you need the approximation, use raycast radius.
2018-05-04 08:29:00 -03:00
Bastien Montagne
4880e2e75a ID management: add higher level BKE_id_new... helpers.
Those should be used in priority when you need to create either a new
datablock in Main, or a new temp one. Lower level BKE_libblock_...
should only be used when you need a very specific, uncommon behavior.
2018-05-04 12:55:36 +02:00
Sergey Sharybin
3248eef697 Merge branch 'master' into blender2.8 2018-05-04 12:50:40 +02:00
Sergey Sharybin
fa11dc6730 Depsgraph: Fix extra operations and relations created for shared armatures 2018-05-04 12:49:48 +02:00
Germano
a0f369bc13 Merge branch 'master' into blender2.8 2018-05-04 07:44:34 -03:00
Germano
b886cdf81d Mesh Remap: Change the sphere_radius parameter instead of creating a bvhtree with epsilon equal to the value of ray_radius.
This is the desirable behavior.
It also removes one more use of `bvhtree_from_mesh_looptri`.
2018-05-04 07:43:08 -03:00
Germano
3d26cf112b Constraint: Shrink Warp: Replace bvhtree_from_mesh_looptri with bvhtree_from_mesh_get.
The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
2018-05-04 07:39:07 -03:00
Germano
82d59c6588 Mesh Lapacian: Use isect_ray_tri_watertight_v3 instead of Epsilons to prevent corners errors in raycast.
Using FLT_EPSILON can fail with large coordinate values.
This commit also avoids storing bvhtrees with different settings in BVHCache.
2018-05-04 07:33:26 -03:00
Sergey Sharybin
c2fe75bf26 Merge branch 'master' into blender2.8 2018-05-04 11:53:52 +02:00
Sergey Sharybin
d1be30f779 Fix T54935: Particle group instances don't render when hidden in viewport
Seems to be only related on linked nature of particles.

This is caused by some conflicting optimization done for viewport, which
does not do particles re-calculation if they do not depend on time
(which is crucial for big layout scene grass fields) and particle render
setting  switch which was relying on fact that render pipeline will do
particle update via time dependency.

Now we extent an old workaround for invisible objects, which now also
deals with particles in the same way as old dependency graph was dealing
with this: tag object data for update if there is particle system.

There shouldn't be any speed difference between old and new depsgraph,
since tagging was already needed and was happening.

In Blender 2.8 such things should be easier to deal with since the whole
depsgraph is to be evaluated for render engine anyway.
2018-05-04 11:40:27 +02:00
Philipp Oeser
52aa1f3c6c Merge branch 'master' into blender2.8 2018-05-04 10:32:35 +02:00
Campbell Barton
bf52d20e62 Modifiers: add back dirty normal flag 2018-05-04 10:05:57 +02:00
Philipp Oeser
288d7794d4 Fix T54341: Particle Instance Modifier doesn't preserve edge data 2018-05-04 09:20:57 +02:00
Campbell Barton
bdd5617c54 Cleanup: avoid local definitions for one-off args 2018-05-04 09:04:33 +02:00
Campbell Barton
14883a0945 Cleanup: avoid local definitions for one-off args 2018-05-04 08:51:04 +02:00
Campbell Barton
29fc9275c7 Modifiers: ported wire modifier to mesh 2018-05-04 08:45:43 +02:00
Campbell Barton
352aea6b0d Merge branch 'master' into blender2.8 2018-05-04 08:39:43 +02:00
Campbell Barton
75b310f489 Fix wireframe modifier w/ even offset
Was passing non-normalized axis to angle_on_axis.
2018-05-04 08:38:01 +02:00
Campbell Barton
eeab3563d7 Merge branch 'master' into blender2.8 2018-05-04 08:02:11 +02:00
Campbell Barton
c7cfee04c4 Logging: setting log level wasn't working 2018-05-04 08:00:22 +02:00
Campbell Barton
b3545ae373 Merge branch 'master' into blender2.8 2018-05-04 07:30:14 +02:00
Campbell Barton
f3c5b0394f IDProp API: expose repr utility function
Useful for logging properties passed to operators.
2018-05-04 07:29:05 +02:00
Germano
892dd3d069 Merge branch 'master' into blender2.8 2018-05-03 18:47:14 -03:00
Germano
16253285ff BKE: BVHtree: make bvhtree_from_mesh_edges a static function.
This will help us have more control over bvhtrees that are cached.
2018-05-03 18:33:16 -03:00
Germano
133dadcdee Fix Transfer Mesh Data with Edge Mapping of type Projected Edge Interpolated and Ray Radius other than 0.0.
`MREMAP_RAYCAST_APPROXIMATE_BVHEPSILON(ray_radius)` greatly increased the radius making for example that 0.1 becoming 1.5
Now the result is much more predictable.
2018-05-03 18:19:36 -03:00
Dalai Felinto
e245f7c09c Edit-Mesh: multi-object un-subdivide 2018-05-03 21:56:59 +02:00
Dalai Felinto
66ffbf9b7d Edit-Mesh: multi-object edge rotate 2018-05-03 21:44:53 +02:00
Dalai Felinto
09e14cb5bc Edit-Mesh: multi-object dissolve limited 2018-05-03 21:00:03 +02:00
Germano
32c620b0d6 Merge branch 'master' into blender2.8 2018-05-03 15:54:26 -03:00
Germano
7915cc7ddb Particle Edit: Shape Cut: Create and use bvhtree with AABB hull.
This bvhtree is only used for raycast. Currently the raycast does not benefit from general hull.
2018-05-03 15:52:09 -03:00