Early implementation. Slow and still has quality
3 ways of storing irradiance:
- Spherical Harmonics: Have problem with directionnal lighting.
- HL2 diffuse cube: Very low resolution but smooth transitions.
- Diffuse cube: High storage requirement.
Also include some name change.
New implementation of hair for Eevee.
Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
One 1024px² octahedral probe (according to the GPU mem stats):
- RGBA16F = 17Mb
- RGB_11_11_10 = 4Mb
For the time being I prefer to maximize the number of probe possible in the scene for users to test.
This is obviously a temporary solution and the final choice of cubemap format should be exposed to the user.
After using it for like 30 sec, the min max bound box is absolutely not practical. Reverting into using a unit cube with object transform.
This also simplify the code.
In the future of center probes will be implemented using another object matrix (via an object pointer).
We still do it a few times, but that helps already. Related to T51718.
Note that it also reinforces the idea that any geometry datablock will
have a generated copy-on-write Mesh provided by Depsgraph.
Use indirect access to it via object.
It was already flushing from base to object, now we can avoid such flushing.
Still weird to have selection color filled in by dependency graph, but now
there is no synchronization going on at least.
This is supposed to help catch bugs if referrencing stack data out of
the draw loop context.
No change is suppose to happen for users (specially because the changes
here happens mostly on debug).
It includes a change in the logic for render loop, to make sure DST is
not accessed before we enter it - contribution by Campbell Barton.
We only show object center if object is selected, active or if viewport
has the "All Object Origins" options.
The viewport display options can migrate to renderlayer options.
However, we can mimic 2.7x as a compromise while the final design is
finalized.