Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
NODE_NEWER_SHADING was introduced in e868b459bb however it should have been
added as a bitflag.
BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround
for compatibility being poorly used.
Anyways this fixes this situation. This is necessary for an upcoming patch, even
though this is considered temporary - since the other NODE_*_SHADING values are
legacy from Blender Internal drawing.
This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable.
This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.
It writes the shaders to the temporary blender session folder.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.
This adds another Multisample Framebuffer and textures (so even more memory required).
It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.
We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
This fix the crappy binding logic.
Note the current method is doing a lot of useless binding. We should somewhat order the texture so that reused textures are already bound most of the time.
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
Since the change to prevent shader recompilation at every update, we got
a regression when clearcoat was used.
Basically at the shader build time we would determine if the shader
needed clear coat, and if it didin't, it would build a different GLSL
program.
However if later the user updated the clearcoat value so that it would
then require the full clearcoat shader, the user wouldn't get it until
manually forcing the shader to recompile, or reopening the file.
We now handle the optimization in the GLSL code. That adds a minimum
overhead due to branching. But the overall performance seems unchanged
(tested on linux in AMD and NVidia).
Reviewers: pascal, brecht, fclem
Differential Revision: https://developer.blender.org/D2822
This reverts commit 3888227a7b.
This "Fix" was made while ORCO was broken. Now that orco itself is fixed
this is no longer required, otherwise Tangent node produces different
results in Cycles and Eevee.
Orco should behave the same if it comes from unconnected vec inputs, or
from the Texture Coordinate -> Generated node output.
Fixup for 11e7e0769a.
This is related to T52528. The coordinates are still different between
Eevee and Cycles, but at least it behaves consistent within itself.
In fact the shader should now be correct, but the orco attributes we are
passing the shader seems to be where the problem is. But it's to be
tackled separately.
Although the problem was exposed in 9457715d9a, the problem was in the
original code that was copied over. To have:
```
} else { /* EXPECTED_VALUE */
```
Without an BLI_assert(value == EXPECTED_VALUE); is asking for troubles.
Yet another reason to favour switch statements with:
```
default:
BLI_assert(!"value not implemented or supported");
```
Instead of chained if/else if/else /* expected_value */.
Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.
It includes doversion for old files.
Move floats around when needed to accomodate vec3 arrays efficiently.
With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).
Reviewers: fclem, sergey
Differential Revision: https://developer.blender.org/D2800
Diffuse was not outputing the right normal. (this is not a problem with SSR actually)
Glass did not have proper ssr_id and was receiving environment lighting twice.
Also it did not have proper fresnel on lamps.
This fixes the Principled shader in Eevee, among other nodes.
Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).
We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.
That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.
It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.
[1] - https://stackoverflow.com/questions/38172696
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.