Since it seems that CD_ORIGINDEX is not available for loops,
the only choice is to simply use the loop normals already
computed by depsgraph after evaluating modifiers.
This revealed a bug where the Auto Smooth settings would be lost
from the mesh after complex modifiers, or after edit mesh to mesh
conversion, so restoring them is needed to get correct results.
This only happens after a certain wireframe threshold.
We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the first bin if the wireframe slider is low enough.
This optimization is disabled for deformed meshes when playback is active.
This optimization is only implemented for meshes object for now.
This should help resolve (to some extent) T58188.
This only happens after a certain threshold.
We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the start bin if the wireframe slider is low enough.
This optimization is disabled for deformed meshes.
This should help resolve (to some extent) T58188.
We separate the background and foreground shading passes to be able to make
the object id pass optionnal if we don't need it.
This saves a bit more memory. Also not clearing all rendertargets saves
some GPU time too.
We exploit the fact that we are using the metallic workflow for material
and pass the metallic parameter instead of the specular color.
Pack the front facing bit in the color buffer only for matcap display.
Change buffer formats to use less bytes as possible.
Also don't request buffers that we won't use.
Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting.
Includes several cleanups.
The cause is that FOREACH_OBJECT_IN_MODE_BEGIN assumed that the active
object is in the correct mode, which is wrong in this case. It also
only considered objects of the same type as active, which had to be
replaced with an explicit type parameter.
Fix the old code that propagates selection changes to the
evaluated mesh directly without rebuilding, and avoid tagging
DEG_TAG_COPY_ON_WRITE if it succeeds.
There was a bug due to non-aligned struct in the DNA that prevented us
to increase the size of the userdef light array.
Since the studio lights are now presets and stored in external files,
there is no need to keep backward compatibility with theses lights.
Remove the old array and create a new one.
Add blue tint light for specular.
Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.
Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
* Move the curvature computation to the cavity pass: One can argue it's not
the best performance wise (it gets a tiny perf pernalty if it is done
alone without the ssao), but it make the code cleaner and reduce
considerably the number of shader variation possible.
* Lower shader variation to 2^8 instead of 2^12
This option is per viewport.
Having view space shading make sense when working on isolated objects like
if you were holding them in your hands. But for entire scene work, it is
better to have the lighting fixed to have a better spatial representation.
This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
The original offset was wrong because it applied a constant to
homogenous coordinates (the actual depth is z/w), which broke
totally if near clip distance was reduced.
A correct depth offset has to take slope into account like
glPolygonOffset in order to avoid dotted lines caused by
interpolation precision variations. When drawing wire lines
however only the slope of the line itself is accessible, so
also generally increase the offset when the object is close.
This is in order to have more flexible ligthing presets in the future.
The diffuse lighting from hdris was nice but lacked the corresponding
specular information. This is an attempt to make it possible to customize
the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow.
* Add cheap PBR to Workbench with fresnel and better roughness support.
This improves the look of the metallic surfaces and is easier to control.
* Add ambient light to studio lights settings: just a constant color added
to the shading.
* Add Smooth option to studio lights settings: This option fakes the
effect of making the light bigger making the lighting smoother for this
light. Smoother lights gets reflected like a background hdri.
* Change default light settings to include the smooth params.
* Remove specular highlights from flat shading. (could be added back but
how do we make it good looking?)
* If specular lighting is disabled, use base color without using metallic.
* Include a lot of code simplification/cleanup/confusion fix.
Fixes T57931 Particle weight edit mode is not supported.
There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
Sometimes the text doesn't fit. What to do in this case?
* Overflow: The default behaviour still is to overflow the text.
* Truncated: If any text box is defined we can also not draw the text
that goes outside the text boxes.
* Scale to Fit: For single-text box texts we can scale down the text until
it fits.
To support textboxes we are bisecting the scale until we find a good
match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f.
An alternative in the future would be to tackle this by integrating existing
layout engines such as HarfBuzz.
Note: Scale to fit won't work for multiple text-boxes if any of them has
either width or height as zero.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3874
Feature development sponsored by Viddyoze.