Age | Commit message (Collapse) | Author |
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Note: We should test if the armature is the "armature modifier" parent of the
object.
If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature
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Also only allocate necessary number of bone segments.
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IDProp type.
We unfortunately cannot fix this for previous versions of Blender, but
at least the issue (Blender crashing on unknown IDProp types) should now
be addressed for future.
Simply reset unknown IDProp types to integer one, and reset its value to zero.
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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More generic name, this remains a temp solution anyway, until we have
proper handling of temp data from 'magic DEG'! ;)
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Reported by @campbellbarton over irc, thanks.
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Also no need to use VP_legacy_ prefix here.
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Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.
Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
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We still need to bring pose bone drawing for the pose engine.
Note: In the future, once we get face-widget selection, we will need to
make sure the pose engien only draws then if "weight paint mode" is not
enabled too.
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In the future this will allow us to implement things like face manipulators.
For now however, this is getting on the way of using pose mode
(mesh objects are drawn green).
NOTE: pose engine should also be the one taking care of pose bones
(and for that matter, X-Ray armature option should/could be a property
of the Pose engine even).
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Workaround waiting for compatibility bit / or PyNodes.
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Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
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8b2640f08 introduced the error,
caused by external-engine needing depth mask to be disabled,
which happened to be the case before changing state changing logic.
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The alternative would be to do version bump + doversioning every
time a new property is added.
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With this we also do not need IDP_MergeGroupValues anymore.
If this causes problems in the future we can always make recursion an
option (like overwrite is).
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Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...
Addresses T51365 and T51362.
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Changing states didn't properly reset between shading groups
causing the GL state to be wrong based on draw order.
States are now only set when changed.
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Without this the intent isn't clear.
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For now just do the OpenGL render and don't render using the engine.
This is a slightly odd-use case since it makes more sense to do a regular render.
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Works for clay-engine but doesn't draw objects with eevee.
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Needed for offscreen render
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The change was initially needed for Blender 2.8 branch but the actual
function was reverted in there. So no reason to keep dead unused
placeholder in the dependency graph.
This reverts commit fd69ba225540cde5e4c1fa651fb02df21ea0a143.
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We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
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Note: In one case (rna_Scene_editmesh_select_mode_set) I had to resort
to the temporary solution of BKE_scene_layer_context_active.
This is fine for now, but it will be a problem once workspaces are
introduced. In this case the fix is to use a temporary value in the set
routine, and actually only set the active object in the update function
(which can take bContext).
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From workspaces branch
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- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
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This is a bad implementation waiting for some improvement that are :
- Gawain support for multiple names. -> will remove duplication of attribute alloc
- Glsl safe name string escaping. -> will remove any risk of hash colision.
Old glsl drawing was relying on attribute being choosen by DerivedMesh at drawing time.
For this reason, we declare all possible attrib "name" for each data layer inside the batches.
In the glsl code, we declare required data by type and name.
Then Gawain only bind vbos if names correspond.
This is way cleaner as we do not need to access the CD itself when drawing.
One other problem is that the hash maybe 11 caracters long and rapidly overload gawain's attrib name buffer.
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- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
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Note that smooth-shaded outlines of muted NLA strips should also be
dashed, not sure how to do that currently (in a simple way), so kept
them solid for now.
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The crash happens with Cycles and Font objects if we get Cycles working
with draw manager.
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