September 10, 2013, 07:42 (GMT) |
Reinstated the OSLShader API functions for volumes, fixed the function signature. |
September 10, 2013, 02:17 (GMT) |
Moving the definition for KX_GameObject::AddLodMesh from the header file to the source file. |
September 10, 2013, 00:36 (GMT) |
Fix for last commit, forgot to rename the shader in 2 locations. :/ |
September 10, 2013, 00:27 (GMT) |
Merged revisions 58706-59971 from trunk/blender |
September 9, 2013, 23:46 (GMT) |
Volume: * Rename OSL closure and file to reflect recent changes. |
September 9, 2013, 23:01 (GMT) |
Volume: Cleanup and refactor of closure code in volume.h. * Remove unused code (the brute force henyey-greenstein eval and sample function and double peaked functions). Maybe we need something here in the future, but the current code just became too confusing. * Remove the CLOSURE_BSDF_DOUBLE_PEAKED_HENYEY_GREENSTEIN_ID, instead use CLOSURE_VOLUME_ISOTROPIC_ID now. The final naming of the node/closure is still unsure, but better to use one consistent naming scheme. When the "g" parameter is 0, the closure is Isotropic anyway, so maybe it's ok, we'll see. * Now we use 2 counterparts to bsdf_eval() and bsdf_sample(): volume_eval_phase() and volume_sample() ToDo: * Reflect these changes for OSL. |
September 9, 2013, 22:59 (GMT) |
Added a separate SVG file for operator icons. |
September 9, 2013, 20:13 (GMT) |
OSL implementation of the Henyey-Greenstein volume closure. A lot of cleanup included. |
September 9, 2013, 19:49 (GMT) |
Implementation of gradient fill tool for projective texturing with same restrictions as regular fill tool currently (only part of mesh inside camera is filled) |
September 9, 2013, 19:06 (GMT) |
merge with trunk -r59965 |
September 9, 2013, 14:50 (GMT) |
Code cleanup: Google-style constant names Google style guide recommends kConstantName for constants. |
September 9, 2013, 14:17 (GMT) |
Volume: * Fix some render errors (no caustics etc.), the patch accidentally removed some lines in kernel_path.h. * Remove unused bsdf_eval_add() function. |
September 9, 2013, 13:55 (GMT) |
Code cleanup: keyframe selection explicitly single-camera The current keyframe selection algorithm only looks at frames from camera 0 to find two frames with high variance. It's definitely worth looking at algorithms for keyframe selection from multiple cameras - different cameras are likely to have high variance. |
September 9, 2013, 10:14 (GMT) |
Code cleanup: use const references for input parameters |
September 9, 2013, 09:42 (GMT) |
Code cleanup: modal solver explicitly single-camera Non-functional change to the modal solver to explicitly document it as being a single-camera algorithm, working with only camera 0. |
September 9, 2013, 09:27 (GMT) |
Lock-free memory allocator Release builds will now use lock-free allocator by default without any internal locks happening. MemHead is also reduces to as minimum as it's possible. It still need to be size_t stored in a MemHead in order to make us keep track on memory we're requesting from the system, not memory which system is allocating. This is probably also faster than using a malloc's usable size function. Lock-free guarded allocator will say you whether all the blocks were freed, but wouldn't give you a list of unfreed blocks list. To have such a list use a --debug or --debug-memory command line arguments. Debug builds does have the same behavior as release builds. This is so tools like valgrind are not screwed up by guarded allocator as they're currently are. |
September 9, 2013, 09:14 (GMT) |
September 9, 2013, 01:34 (GMT) |
* Put some more volume code behind __VOLUME__. * Compiling on the GPU works and renders fine (sm_21 here), if you want to test uncomment the line in kernel_types.h. |
September 9, 2013, 01:02 (GMT) |
Cycles / Volume Rendering: * Initial and experimental implementation of volumetric rendering. At this stage it is already usable, although there are a lot of limitations still: - No Volume rendering in Branched Path integrator. - No Smoke volume rendering - No OSL support - UI and data structures are WIP, be careful when saving files with this. - ... Credits: * Based on the original patch by "storm". * Cleanup and improvements by Stuart Broadfoot. * A crash fix by Lukas Tönne. Thanks a lot guys! * Also some cleanup and refactor by myself. Some WIP docs and infos: http://wiki.blender.org/index.php/User:DingTo/Volume |
September 9, 2013, 00:22 (GMT) |
Branch maintenance: * Revert r59183 and r57612 of my branch. Those changes were experimental. In case we need it, it's still in SVN history. * Also fix a mismatch in gpu_shader_material.glsl. Trunk and my branch are now equal, except splash.png. Compared with Meld, thanks to Campbell for the suggestion. :) |
|
|
|


Master Commits
MiikaHweb | 2003-2021