Age | Commit message (Collapse) | Author |
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This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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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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This was due to the forward part of the engine not supporting rendered
alpha channel.
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This adds the posibility of having certain materials transparent in solid
mode. The option is (for now) per material only and thus only shows in
material color mode.
This uses the same rendering technique as Xray mode.
Note that objects are not considered transparent for selection with this.
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Also optimize deferred engine by only outputing material data if needed.
This make the bare flat shading mode (no effects) only a depth prepass.
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There was a method explained in the Weighted Blended Order-Independent
Transparency paper to support hardware that does not support per render
target blending function.
So now only 2 geometry passes are required instead of 3 (one being the
outline/depth fill pass).
This also fix how the blending is done. There was some premult confusion
in the implementation.
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- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
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Unmultiplied the final color during compositing. Same as the revealage
buffer would do
Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied
colors
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Option to see through all meshes (transparency)
Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.
TODO: Fresnel effect
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