That still not ideal, but so be it. IS_VIEWPORT_LEGACY should be
removed anyways, this is code from pre-draw manager and the
"modern viewport" as well as legacy will go away entirely once the draw
manager is feature complete.
Selection code needs to iterate over DEG_OBJECT_ITER otherwise we won't
get modifiers, dupli objects, ...
Also make selection respect selectability flag.
Review by: Sergey Sharybin
- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)
- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
This works around a long outstanding issue T50176 with cycles on msvc2015/x86 . root cause is still unknown though,feels like a game of whack'a'mole
Reviewers: sergey, dingto
Subscribers: Blendify
Tags: #cycles
Differential Revision: https://developer.blender.org/D2573
Needed to remove old draw code entirely.
Object mode selection support, pose and armature still need to be added.
Enabled when 'use_modern_viewport' is set.
Using -cl-fast-relaxed-math assumes no NaN/Inf values in any expression.
This causes problems on overflow, division by zero, square root of negative number.
Comparisons with NaN or infinite value are affected as well.
This patch causes <2% slowdown on benchmark scenes.
Fix T50985: Rendering volume scatter with GPU OpenCL comes to an halt after a few seconds
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
Otherwise if we create a new collection, and drag a collection into it we either
get a crash, or at the very least we dont get the visibility flags correct.
This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly.
Changing the API names to conform to that.
Now we just iterate over all objects. It may be a better idea to use a
smarter approach for performance. However, since this function is not
called regularly (only when changing Alembic file paths), it's not a very
big deal.
Was performing context access per object for scene, region etc.
While not very slow they don't change during drawing so cache in a struct.
This also makes it possible to draw in views besides the current context.
HDF5 Alembic files are not officially supported by Blender. With this
commit, the HDF5 format is detected even when Blender is compiled without
HDF5 support, and the user is given an explanatory error message (rather
than the generic "Could not open Alembic archive for reading".
The final goal to reach is to make vectorized types much easier to maintain
and the previous design had following issues:
- Having all types and methods implementation made the source file rather
bloated and unfun to navigate in.
- It was not possible to quickly glance available API for the type you are
interested in.
- Adding more vectorization types will bloat the file even more, making
things even more tricky to follow.
Compatibility profile was working fine, this is mostly to get the highest GL core profile version available.
Our minimum requirement is 3.3 core profile. When we request a specific GL version:
- AMD and Intel give us exactly this version
- NVIDIA gives at least this version <-- desired behavior
so we ask for 4.5, 4.4 ... 3.3 in descending order to get the best version on the user's system.
Accept OpenGL 3.0 on Mesa instead of 3.3+ compatibility profile. (requested by @LazyDodo) This will be removed after we finish moving to core profile.
Part of T49012 and T51164
Blender subsystems that care about OpenGL use GL_DEFINITIONS, which now includes the newest (temporary) WITH_LEGACY_OPENGL.
Also updated Gawain's CMake to use this instead of its own logic.