This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
This memory leak was undetected during a long time, but with new memory checking is visible.
The problem was the stroke buffer batch was realocating new batches without free the memory.
Some of them are unecessary and should be removed from the shader instead.
But for now we need a quick fix for the crashes happening on some platforms.
See T55475.
instead of being ThreadLocal and leading to incorrect usage.
We still enforce no framebuffer when changing context. We can lift this
restriction later.
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
Usage of matcap image uniform had different ifdef than definition
of that uniform. Assuming the usage was correct, and the definition
needed an update.
Prevents shader from compilation failure and from aborts in debug
builds.
This ignores the scene color managment view settings for solid mode and
lookdev when not using scene lights and world. The scene settings are
intended for tweaking renders and should not affect studio lighting and
matcaps.
There may be cases where a simple sRGB transform is better than Filmic
and we could add configuration for this. Not sure if it really matters
and it may be better if we just assume matcaps and studiolights are all
created for one view transform.
Differential Revision: https://developer.blender.org/D3569