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
Although this is working fine, there are two changes expected in the new
future once depsgraph copy on write is implemented:
1) To call ED_info_stats_clear a callback from depsgraph, instead of the
notifier system. (that would also allow us to clear only one
SceneLayer).
2) To store/get stats from the evaluated SceneLayer, as well as iterate
over the evaluated objects as well.
Physics panels are not all back, and the material related panels (e.g.,
hair render panel) should go be changed since there should be no
material for those.
The goal is to reduce wasted space and improve clarity in the 'N' panel of the VSE through layout changes.
The changes are intentional conservative to avoid making people re-learn anything.
Author: @mpan3
Differential Revision: https://developer.blender.org/D2439
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
This is a bad implementation waiting for some improvement that are :
- Gawain support for multiple names. -> will remove duplication of attribute alloc
- Glsl safe name string escaping. -> will remove any risk of hash colision.
Old glsl drawing was relying on attribute being choosen by DerivedMesh at drawing time.
For this reason, we declare all possible attrib "name" for each data layer inside the batches.
In the glsl code, we declare required data by type and name.
Then Gawain only bind vbos if names correspond.
This is way cleaner as we do not need to access the CD itself when drawing.
One other problem is that the hash maybe 11 caracters long and rapidly overload gawain's attrib name buffer.
- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)