This was introduced by a removed line in
rB0eb32ab22809d9c0c41bfff5082f58b1a7aa9965
If we want to change the value to a differen default, it should be done
in a separated commit.
We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.
(ghost still has reference for the PROFILE, but that's reasonable)
The problem was that Cycles implicitly uses a transparent surface shader when only
volume nodes are used, but since the black emission shader gets optimized away,
it was no longer detected and therefore no transparent surface was used.
Therefore, the shader now stores whether volume nodes were connected before
optimizing.
In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions.
OpenSubdiv was the only user; I'll update OSD next.
Now we always use GLSL 3.3, AKA #version 330. Most of the extensions we used are built into OpenGL 3.3 so we don't need them anymore.
Cleaned up comments related to GLSL version.
Part of T49012
These are always supported now
- instancing as of GL 3.1
- geometry shaders as of GL 3.2
The change to rna_scene.c could use some cleanup, since we don't really need a runtime query function.
Extremely bright pixels in the rendered image cause the denoising algorithm
to produce extremely noticable artifacts. Therefore, a heuristic is needed
to exclude these pixels from the filtering process.
The new approach calculates the 75% percentile of the 5x5 neighborhood of
each pixel and flags the pixel if it is more than twice as bright.
During the reconstruction process, flagged pixels are skipped. Therefore,
they don't cause any problems for neighboring pixels, and the outlier pixels
themselves are replaced by a prediction of their actual value based on their
feature pass values and the neighboring pixels.
Therefore, the denoiser now also works as a smarter despeckling filter that
uses a more accurate prediction of the pixel instead of a simple average.
This can be used even if denoising isn't wanted by setting the denoising
radius to 1.
The implementation originally handled four different cases:
Regular glossy, glass, metallic fresnel glossy and diffuse.
However, only the first two are actually used currently. Therefore, this commit
removes the other two, which allows to simplify the code.
Additionally, due to the Principled BSDF, the function arguments are now
identical for glossy and glass, which allows to get rid of some ugly #ifdefs.
The "Modern Viewport" was an option in the Viewport panel that would use
the new fancy wire frame code and some depth debugging functionality.
This was introduced as a quick and dirty way to get the new drawing
system showing in the viewport.
Overtime we built a complete Draw Manager system, leaving this original
approach deprecated which adds clutter to Blender code since it would be
removed sooner or later.
Note: The new fancy wireframes and related shaders (white out other
objects) are still in Blender code, though you can't use them anymore.
If we are to have any of those drawing options they should be integrated
in the new draw manager, instead of integrated in the old drawing
pipeline as it was originally coded.
This commit fixes two issues:
- UV/Image editor uvs menu did not match the 3D View's which was changed in rB2b240b043078
- Circle select tool was missing in particle edit mode
Reviewers: Severin
Differential Revision: https://developer.blender.org/D2329
It works with Cycles and Blender Internal for now.
The Blender Internal support will disappear, but we should be able to
integrate it with the Draw manager and use it with Clay, Eevee, ...