The calculation of the irradiance buffer was slow. Now it is only
calculated when it is being used (background_alpha > 0.0)
this solves the freeze when switching to LookDev mode.
Also changed the default calculation to use the Spherical Harmonics
calculation. This is able to generate the irradiance buffer fast, but is
less accurate. As the irradiance buffer is only used for visual
guidance speed is more important than accuracy.
Added compile directive to switch between the implementations.
(see STUDIOLIGHT_IRRADIANCE_METHOD)
Disabled caching the irradiance buffer when
STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not
needed.
This is a step towards being able to just choose the "Drivers Editor"
from the editor selector, and have everything displayed, ready to use.
Currently there are a few problems to resolve still:
1) This update callback doesn't run when changing the mode via the
editors selector in the UI. (Note: This problem also affects the
Timeline vs Dopesheet, causing a lot of initialisation work to be
skipped)
2) There's some missing redraw/refresh here to cause the properties
region to actually show. You need to resize the window for that to
happen now.
This shouldn't really be part of the windowmanager code. Pulling it out
now, so that we can reuse in RNA when switching display modes,
(and perhaps other places later)
This commit fixes a number of problematic corner cases when switching between
editors after 2b5050a4cd
The root cause of these issues was that mode_prev was not being set in
many cases, resulting in mode changes to the Timeline and back (via other
editors) causing Dopesheet Editors to reset back to "Action Editor" mode.
1) Creating new Dopesheet Editors (e.g. change the default 3D view to
a Dopesheet editor) would default to displaying the "Action Editor",
since mode/mode_prev == 0 represents the "Action Editor" (for backwards
compatability reasons), while mode == 3 is for the "Dopesheet"
2) If you set the Dopesheet Editor to another mode (e.g. "Grease Pencil" mode),
change to another editor (e.g. Shaders), then come back, the mode would
get reset to "Action Editor".
- Orientation of the cubemap were not conform cycles and eevee
- one side of the cubemap was flipped, so one side was overlit and the
other side was to dark.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
Validate some cases using G_MAIN instead (I don't think we want to work
on any other Main than G.main one when registering/unregistering nodes
etc.).
And when freeing, all ID not in Main shall now be tagged accordingly, so
we *should* not need to do that stupi search over all ntrees in G.main
to check wether we have to free it ourself or not!