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2018-06-29Workbench: Removed MaterialData UBOJeroen Bakker
Most of the times the materials differ due to the object_id. This was an overhead and resulted in instabilities on Intel graphical cards. This commit will revert the Material Data UBO and replace it with normal uniform.
2018-06-28Workbench: Anti-aliasing refactorJeroen Bakker
- TAA is also enabled for Forward rendering - Uses less GPU memory (removed one history buffer) - TAA is done after the color management - consolidated the aa code between forward and deferred rendering (workbench_effects_aa.c)
2018-06-26Workbench: Tempural Anti AliasingJeroen Bakker
- FXAA is now also done in the workbench_forward engine. - User can enable TAA8 in the userpref by setting their max viewport AA to TAA8. FXAA will still be used when navigating
2018-06-25Cleanup: code styleCampbell Barton
2018-06-21Workbench: Remove warningJeroen Bakker
When in forward rendering and Object outline was disabled every render call created one console warning (uniform objectId not found) this commit removes this warning
2018-06-21T55570: Moved Texture drawtype as to shading popoverJeroen Bakker
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
2018-06-15T55486: use GPU_R11F_G11F_B10F for target of Xray compoJeroen Bakker
2018-06-14Cleanup: styleCampbell Barton
2018-06-14GPU: consistenly use mipmap on/off in all draw modes.Brecht Van Lommel
This is important for good texture paint performance.
2018-06-14Workbench: Material colors + settings during sculptingJeroen Bakker
2018-06-11MetaBall support for Workbench + EEVEEJeroen Bakker
Note: Metaballs only support the first material slot. Splicing it per material would create empty Batches. In order to overcome this we set the batch for other materials to NULL. We added extra checks in EEVEE and Workbench to not draw when the geom is NULL.
2018-06-10Workbench: Xray: Fix hairs with matcaps.Clément Foucault
2018-06-10Workbench: Xray: Make dithered depth dependant on alpha.Clément Foucault
The range is 0.25 to 0.75 opacity when the Xray opacity is between 0.0 to 1.0. This is to avoid loosing completely the sense of occlusion when having no other solid drawing than the wireframe and loosing the transparency when xray alpha is at 1.0. Also replace Bayer (checkerboard) method by interlieved gradient noise to minimize the chance to loose an occluded line completely. Other noise function could be tested in the future.
2018-06-10Workbench: Xray: Make nearest surfaces more clearClément Foucault
By using equation 7 from the paper, we make the surfaces nearest to the viewpoint appear more "opaque". This gives better sense of ordering than the previous weighting function that was really not doing anything.
2018-06-10Workbench: Xray: Lower hairs opacityClément Foucault
Since hairs are very likely to owerflow the weight buffer, we divide their alpha value by 3. This might become a particle system setting if needed.
2018-06-10Workbench: Xray: Optimize and fix implementation.Clément Foucault
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.
2018-06-09Workbench: Fix incident vector calculation.Clément Foucault
This fixes specular in perspective view.
2018-06-07Draw: Use proper continue when psys is disabledSergey Sharybin
2018-06-07Workbench: respect the duplication visibility flagJeroen Bakker
2018-06-06Cleanup: styleCampbell Barton
2018-06-06Workbench: Speed up fo scene with many duplisJeroen Bakker
The ObjectID pass was generating per material per dupli a specific number for the outline what results in a GPU context switch. In spring scene 01-050 a scene with many trees (duplis) generated 28000 GPU materials. Now only new materials are created when objectid pass is enabled. Also added a hard limit to the number of objects for the objectid pass (255) Basically the outline between objects will not be drawn, but it will be very hard to detect them also. Also fixed for XRay mode.
2018-06-05Workbench: Matcaps T55291Jeroen Bakker
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
2018-06-03Workbench: Fix memleaks.Clément Foucault
2018-06-03Workbench: Rework hair support.Clément Foucault
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
2018-06-01Cleanup: whitespaceCampbell Barton
2018-06-01X-Ray: Added a slider for the alphaJeroen Bakker
- 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.
2018-06-01Workbench: Material specific settings for the specularJeroen Bakker
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
2018-05-30Workbench: Specular HighlightsJeroen Bakker
Added specular highlights for: - Solid studio shading - Texture studio shading
2018-05-29Cleanup: fix some harmless compiler warnings.Brecht Van Lommel
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-25Cleanup: styleCampbell Barton
2018-05-24Workbench: define to enable/disable revealage buffer.Jeroen Bakker
2018-05-24Workbench: Revealage bufferJeroen Bakker
2018-05-23Workbench: Checkboard pattern for supporting objectsJeroen Bakker
2018-05-23Workbench: When in see through mode, only render depth of active objectJeroen Bakker
in EDIT MODE
2018-05-23Workbench: See throughJeroen Bakker
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
2018-05-22Workbench: SeeThroughJeroen Bakker
added a fresnel effect TODO: solve memory leak
2018-05-22Workbench: SeeThrough draw optionJeroen Bakker
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect