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2019-10-29Fix T69468 EEVEE: Collections Holdout Button in Outliner Is IgnoredClément Foucault
Not the cleanest implementation but the simplest. This doubles the number of default shader variations.
2019-10-29Fix T71050 EEVEE: Light Path Node broken in 2.81Clément Foucault
Also fixes the sampling of hashed shadows.
2019-10-07Fix T67753 EEVEE: Crash using transparent shadows with default materialClément Foucault
2019-09-17Fix T69809, T69810: sculpt gone or crashing after renderBrecht Van Lommel
Make a distinction between flush sculpt changes for rendering, and forcing sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH for renders.
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-08-14Eevee: Remove Additive & Multiply Blend modeClément Foucault
This commit also provide a compatibility code that will convert old materials using Additive or Multiply Blend mode to their node equivalent. This conversion is only done on outputs that are enabled for eevee.
2019-08-14Eevee: Improve Transparent BSDF behaviorClément Foucault
Alpha blended Transparency is now using dual source blending making it fully compatible with cycles Transparent BSDF. Multiply and additive blend mode can be achieved using some nodes and are going to be removed.
2019-07-19Fix T67033 EEVEE: Random Flickering MaterialsClément Foucault
This was a read after free error. This only fix the undefined behavior. The result is still not correct in certain cases (see T67226). We want to include this for 2.80
2019-06-17DRW: Make stencil state clearer and distinctClément Foucault
Write and test states are now separate and need to be explicit. Also add asserts when trying to write without test enabled.
2019-06-14Fix T64913 Eevee: shader compilation does not reset TAAClément Foucault
This tracks the number of compiling shaders and just reset the TAA if previous number mismatch.
2019-06-03Cleanup: style, use braces in drawCampbell Barton
2019-06-03Cleanup: use const argumentsCampbell Barton
2019-05-31Fix sculpt mode drawing with modifiers still being wrong in some casesBrecht Van Lommel
Centralize logic for when to use the PBVH for drawing, fix missing tests in mask drawing, fix missing tests for multiple windows, only do more expensive update for all viewports at end of the stroke.
2019-05-30DRW: Refactor to use object pointer for drawcall by defaultClément Foucault
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-22Eevee: Make lookdev shader use common_view_libClément Foucault
2019-05-22Eevee: Make Planar reflections work with the new DRWView systemClément Foucault
Also get rid of clip_block which did the same as clipplanes inside common_view_lib.glsl.
2019-05-22Eevee: Use DRW_view_* API instead of DRW_viewport_matrix_*Clément Foucault
2019-05-22DRW: Add DRWView to improve different view handlingClément Foucault
This will have multiple benefit. TODO detail benefits (culling, more explicit, handling of clipping planes) For now the view usage is wrapped to make changes needed more progressive.
2019-05-17Cleanup: Eevee: Use dummy texture for GTAO when not enabledClément Foucault
2019-05-17Cleanup: Eevee: Use DRW_PASS_CREATE macro when possibleClément Foucault
2019-05-17Cleanup: DRW: Remove uneeded DRWState valuesClément Foucault
This removes: - DRW_STATE_TRANS_FEEDBACK - DRW_STATE_WIRE - DRW_STATE_POINT
2019-05-17Eevee: Remove the Volumetric Render checkboxClément Foucault
This is to simplify the usage of Volumetrics. Now it automatically detect if there is any Volumetric material in the view and allocate the needed buffer if any.
2019-05-17Eevee: Remove the Subsurface Render checkboxClément Foucault
This is to simplify the usage of SSS. Now it automatically detect if there is any SSS material in the view and allocate the needed buffer if any.
2019-05-17Cleanup: Eevee: Use SET_FLAG_FROM_TESTClément Foucault
2019-05-15Eevee: Add per material option to cull backfacesClément Foucault
This is in order to have more flexibility and to have an explicit option for final renders.
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-14Cleanup: DRW: Remove pointers to materialsClément Foucault
2019-05-10Eevee: Update matrices operations to not use combined matricesClément Foucault
2019-05-06Cleanup: Eevee: Remove comment about vcol support in sculpt modeClément Foucault
2019-05-04Cleanup: Eevee: Remove Flat normal shader variationClément Foucault
Was use by sculpt mode but that's not used anymore.
2019-05-04Sculpt: Refactor draw manager sculpt drawing mechanismClément Foucault
Workbench/Eevee now displays multiple multi-materials correctly. Iterate over pbvh nodes when doing object iteration. This makes the rendering process more streamlined and allow for using different materials. This change will make possible to: - Add culling pass of each pbvh leaf node. (speedup if zoomed on a small area) - Reduce number of lead node iteration. - Reduce code complexity
2019-05-02Fix T63997 Weird z-fight during weight paintClément Foucault
PBVH drawing was used even in weightpaint/vertexpaint because both uses the sculpt session.
2019-05-02Fix T63435 Incorrect fresnel and normals for hair strands on EEVEEClément Foucault
2019-05-01Eevee: Lookdev: Cleanup implementation & support for Bloom and TAAClément Foucault
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing the motion vectors of the lookdev balls. Rework Lookdev to remove much of its complexity. Use simpler matrices with more understandable setup code.
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-30Fix T63393 Eevee: Specular Shader's Clear Coat does not functionClément Foucault
2019-04-27Cleanup: unused varsCampbell Barton
2019-04-26Fix T58966 Sculpted changes dissapear visually when selecting a second objectClément Foucault
Display sculpt mesh if there is a sculpt session.
2019-04-18Cleanup: comment blocksCampbell Barton
2019-04-17ClangFormat: format '#if 0' code in source/Campbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-10Cleanup: order simple check before function callCampbell Barton
2019-04-04EEVEE+Workbench: Show partsys in final renderingJeroen Bakker
In final rendering mode the display type was tested for visibility flag. This should only occus when doing viewport rendering Reviewed By: fclem Maniphest Tasks: T63056 Differential Revision: https://developer.blender.org/D4643
2019-03-29Eevee: Material: Decouple transparent shadows from blend modeClément Foucault
This makes it easier to exclude a surface from casting shadows and can be used to manipulate the shadows even for opaque surfaces. Versionning ensure that old behavior is transfered to new rendering logic.
2019-03-27Cleanup: style, use braces for drawCampbell Barton