Age | Commit message (Collapse) | Author |
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Selection is no longer needed for an object to be considered in a mode.
Part of T55246 design task, fixes T55187
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'graph' is waaaayyyyy too generic name outside of DEG context, and
better try to use same name everywhere!
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Scene lights are rendered when
- v3d is not available
- or shading type is other then OB_MATERIAL
- or shading type is OB_MATERIAL and use_scene_light is true
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The mirror ball and diffuse ball are only rendered when overlays are
turned on and the lookdev overlay is turned on.
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I think we should rename the DNA as well, and break the 0.01 files using this feature.
But I will leave this decision to Clement.
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Fixes T55190 Grid displayed on top of objects in orthographic view
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Test if all nearplane points are not in front of the shadow BBox.
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If the object is manifold and the camera is in the shadow side, we can
use the depth fail method to fix the inverted shadow glitch.
Unfortunately this does not really work for non-manifold.
Implementation details:
We try to be as efficient as we can, we precompute camera near plane
projected into 2D shadow space so we can test for intersection with the
shadow boundbox easily.
As the intersection test is done in 2D it's pretty fast.
Unfortunately, this means the shadow bounds are all aligned to the same
space and are not the smallest bound we could extract.
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This new API aim to provide simple function that can be called by the draw
engines during any phase of the draw pipeline. All calls are saved and
issued after all engines have finished rendering.
This removes the need of setuping special passes and shading groups for some
simple debug drawing.
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Totally Manifold objects only require a single increment/decrement of the
stencil value. This result in less geometry generated and less overdraw.
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Since this method have no failure case for manifold objects, use it.
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I had to correct some errors in the winding order of the normal bones.
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This is much faster and simpler. This is also to make it compatible with
custom bone shape in the future.
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This was no longer working since 15c2801aac33.
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The implementation is pretty straightforward.
In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.
There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.
Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.
Therefore, I've decided to not implement that for now, we could still look into it later on.
In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.
[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D3171
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in EDIT MODE
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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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added a fresnel effect
TODO: solve memory leak
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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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Only show hierarchy relationship lines when bone or its parent is selected.
This cuts down the clutter visible in general when relationship lines are
enabled (currently they can't be disabled), which should make it more useful
to keep them on (e.g. constraint lines/hints can still be drawn this way).
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Edit-mode was never using batch cache.
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Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
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No need to check for NULL in this case.
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Seriously... Not all edges have faces!!!!!!!!
Quick fix to make it possible to load/use customshaped bones again, not
100% sure it is correct, but... At least it does not crash anymore!
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Interface scale was applied twice.
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