Blender Git Commits

Blender Git "viewport_experiments" branch commits.

Page: 4 / 6

November 14, 2014, 22:52 (GMT)
Ensure View3D fx when using them, prevents some crashes with old files
November 14, 2014, 18:55 (GMT)
Fix SSAO not being constant in camera view.
November 14, 2014, 13:45 (GMT)
Fix T42596 crash with DOF on MacOS.

Compiler failed on last shader and failure was not detected. However
compiler error also revealed a blurring error as well :)
November 14, 2014, 13:07 (GMT)
Merge branch 'master' into viewport_experiments
November 4, 2014, 16:02 (GMT)
Support animation of camera dof properties.

Also minor cleanup
November 4, 2014, 14:26 (GMT)
Avoid freeing and reading/writing NULL pointers. Should not happen often
but better guard against it.
November 4, 2014, 14:25 (GMT)
Only show properties if not in camera view, else direct user to camera
properties
November 4, 2014, 13:30 (GMT)
Support camera GPU parameters when looking/rendering through camera in
the viewport.
November 4, 2014, 13:30 (GMT)
Use own file for GPU option types.

* Add gpu options for depth of field to camera - still inactive.
* GPUFXOptions now passed to the compositing system startup
so users can swap options if they wish to

This commit changes read-write data again, people should reset their
values again (sorry for that but this is still WIP)
November 3, 2014, 19:20 (GMT)
Offscreen rendering for viewport FX.

This is working mostly from the 3D viewport currently, rendering from
the render buttons or the sequencer will not use the FX yet. Still it's
a solid step towards that direction. Also moved options out of the v3d
struct. Old options will be lost and people may get some warnings,
however simply enableing and disabling one of the compositing settings
will bring the controls back.
November 3, 2014, 13:06 (GMT)
Add another level of small blur to bridge between no/medium blurring.

Algorithm used is now a full implementation of

"Practical Post-Process depth of field", presented here [1],
with a few modifications as to how circle of confusion is
applied at the final pass.

[1] http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html
November 3, 2014, 08:56 (GMT)
Merge branch 'master' into viewport_experiments
October 31, 2014, 20:23 (GMT)
DOF effect works :)
October 31, 2014, 13:45 (GMT)
Merge branch 'master' into viewport_experiments
October 29, 2014, 18:41 (GMT)
Correctly downsample circles of confusion and use parallelism to do it
more efficient.
October 29, 2014, 17:31 (GMT)
Second pass, blurs the downsampled buffer once.
October 29, 2014, 17:08 (GMT)
Use the correct shaders and varyings
October 29, 2014, 15:18 (GMT)
Viewport DOF:

* Scons builds correctly
* Separate vertex shader file for DOF, will make handling main easier
* Downsample color buffer + blur it. Circle of confusion is calculated
from zplane instead of length of distance from camera.
October 29, 2014, 11:46 (GMT)
First ping pong between low resolution buffers working. Nice landmark
for working code.

Also cleanup unused variables and do not bind the same texture to two slots
(blurred texture is going to be different anyway)
October 29, 2014, 11:01 (GMT)
Framebuffer compositing:

* Cleanup compositing buffers better when not needed.

* Support passes for the dof effect through defines in main - easy
solution to allow not having too many files for one shader effect.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021