Age | Commit message (Collapse) | Author |
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Prevents code duplication by handling View3D.shading and SceneDisplay.shading in the same code path.
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Split workbench_engine.cc into multiple files.
Move all the SceneResources loading logic directly into Instance.
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Needed for fitting the roughness/metalness using the current encoding
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This reverts commit 79f15f68c5cd2c8229e203d0f9472281d3464a3e.
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Set them into the 0-1 range so they fit in unorm textures.
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Adds support for Material, Random, Single and Object color modes.
Adds flat shading support.
Adds backaface culling support.
prepass_shader_cache_ is actually used now.
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Since smaa_textures.h is now included in cpp compilation units, areaTexBytes and searchTexBytes must be declared as extern "C".
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Now displays white canvas
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This adds a new experimental option for testing the new rewrite.
This is a full rewrite using C++ and using the new DRW API.
This tries to simplify each aspect of the engine:
- Materials are put in SSBOs.
- Only one shader per pass.
The goal is to leverage the new DRW capabilities in term of GPU culling
and drawcall batching.
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does not exist.
Fixes regression introduced by rBe8bcca4bdc94 (D15900)
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16085
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Crash triggers due to division by zero
fix is to increase minimum limit for `seg_repeat` to 1
Reviewed By: antoniov, frogstomp
Maniphest Tasks: T101504
Differential Revision: https://developer.blender.org/D16120
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Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.
Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
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Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
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This will help with moving mesh runtime data to C++
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When e.g. grouping nodes into nodegroups, these would not show up
immediately in the Outliner (Blender File / Data API view).
Now send (unique combination, not used elsewhere) notifiers (and listen
for these in the Outliner).
Differential Revision: https://developer.blender.org/D16093
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ED_view3d_win_to_3d_on_plane with do_clip enabled wasn't working in
non-camera orthographic views as it didn't take into account the ray
origin being centered to the view.
Resolve by testing viewport clipping after the ray has been projected.
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Copy-paste error in rB039429faeb41.
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Copy-by-value was used when iterating over unicode_samples which
then referenced an array from the value.
Resolve by referencing a const pointer to the unicode_sample array.
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In preparation for moving the mesh runtime struct out of DNA.
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Just a missing null check for the original edge weight.
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factor mode if topology or boundary modes are inactive
Factors mode (precomputing the automask) should initialize the
mask to 1.0 if no additive automasking modes are enabled, instead
of zero.
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- Use `enum class`
- Use shorter names for field input classes for better line wrapping
- Use "Vert" instead of "Vertex"
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On NVidia GPUs, when the blue channel was between 0 and 0.1,
the overlay's alpha would increase, making it invisible.
With the `overlay_line_fb` frame buffer bound in `overlay_engine.cc`
there are two outputs to write to: the color and the line output, which
is used for making smooth antialiased lines. The overlay is in its
current position in the order of overlays so that it draws on top of
curve wire lines. Not writing to that second output is undefined
behavior, so fix it by writing zeros. In the future, the overlay
could be smoothed on curves using that second texture.
Thanks to Clément for the explanation of the issue!
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This commit simplify the previous fix for T101455
f6c2f1c65e146bf20b9182f275b67c747d9e2990
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After a lot of testing, this option is not required and
now this is managed by stroke_collsion.
If the stroke_collision is enabled, only collide strokes
are used.
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If the cross point was in the extreme of the stroke the
collision was not detected because it could be
outside of the bbox.
Removed the bbox check because now it is
not necessary.
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The gizmo was not set when this option was selected.
By design, in grease pencil the active element option uses
the object origin as pivot point.
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Issue found in file from T101256.
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