Age | Commit message (Collapse) | Author |
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Not the cleanest implementation but the simplest.
This doubles the number of default shader variations.
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Also fixes the sampling of hashed shadows.
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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.
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Reviewers: brecht
Differential Revision: D4997
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This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
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Reviewers: brecht
Differential Revision: D4997
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
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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.
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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.
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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
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Write and test states are now separate and need to be explicit.
Also add asserts when trying to write without test enabled.
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This tracks the number of compiling shaders and just reset the TAA
if previous number mismatch.
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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.
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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.
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Also get rid of clip_block which did the same as clipplanes inside
common_view_lib.glsl.
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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.
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This removes:
- DRW_STATE_TRANS_FEEDBACK
- DRW_STATE_WIRE
- DRW_STATE_POINT
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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.
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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.
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This is in order to have more flexibility and to have an explicit option
for final renders.
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Was use by sculpt mode but that's not used anymore.
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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
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PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
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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.
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Display sculpt mesh if there is a sculpt session.
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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
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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
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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.
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