Rgression from rBaf4dcc6073fa.
paint_sample_color > imapaint_pick_face uses the the selection buffer
(DRW_select_buffer_sample_point) and to get flat colors [select_id_flat] we
need to be in SCE_SELECT_FACE mode. This was already fine if you had
'Face Selection Masking' turned on, but got colors including lighting
when turned of [select_id_uniform].
There was already an exception in 'select_cache_init' that turns on
SCE_SELECT_FACE for weightpaint, we just need this for texture paint
(vertex paint) as well... Also moved the logic into
select_id_get_object_select_mode.
Note we were also asserting here:
BLI_assert failed: /blender/source/blender/draw/engines/select/
select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode
!= 0'
Note also this is not working correctly for vertexpaint (yet), but has
been discussed in T69752 and there is a solution by @mano-wii in P1032.
Reviewers: mano-wii
Subscribers: mano-wii
Maniphest Tasks: T69752
Differential Revision: https://developer.blender.org/D5775
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
Show all memory-related byte size strings calculated with a base of 1024.
Differential Revision: https://developer.blender.org/D5714
Reviewed by Brecht Van Lommel
The main switch was not checked and the function was doing all calculations, but the data was not used. This makes all slower than expected because the user had the Onion Skinning disabled, but internally was running.
Now the fade layer uses the same logic used to fade objects and also is available in all modes.
Reviewers: mendio, pepeland
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D5707
To fix this, we just scramble the halton sequence by multiplying by a large
prime number.
It seems to work fine in practice.
We also tried Sobol sequence but it has a less uniform pattern for low
number of sample.
Fix T68594 Eevee: Soft shadows causing flickering in animation and temporal AA in scenes
Before, it was only possible to fade the active object. The new option allows to fade all non gpencil selected object. This is a common request by artists.
{F7719513}
Reviewers: mendio, pepeland
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D5704
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5674
This change implements the basics as described in {T68312} for the
shading modes.
* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5612
Now, when it's selected the stroke select mode, the points are not displayed and the stroke is fully selected automatically extending the selection.
Differential Revision: https://developer.blender.org/D5622
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place.
This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes.
Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data.
As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5470
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558