Commit Graph

1179 Commits

Author SHA1 Message Date
Clément Foucault 3097d5d821 EEVEE-Next: Add horizon scan to raytracing module
This uses the principles outlined in
Screen Space Indirect Lighting with Visibility Bitmask
to compute local and distant diffuse lighting.

This implements it inside the ray-tracing module as a fallback when the
surface is too rough. The threshold for blending between technique is
available to the user.

The implementation first setup a radiance buffer and a view normal
buffer. These buffer are tracing resolution as the lighting quality is
less important for rough surfaces. These buffers are necessary to avoid
re-projection on a per sample basis, and finding and rotating the
surface normal.

The processing phase scans the whole screen in 2 directions and outputs
local incomming lighting from neighbor pixels and the remaining
occlusion for everything that is outside the view.

The final steps filters the result of the previous phase while applying
the occlusion on the probe radiance to have an energy conserving mix.

Related #112979

Pull Request: https://projects.blender.org/blender/blender/pulls/114259
2023-11-21 16:24:14 +01:00
Hans Goudey 0ff4060cd3 Cleanup: Remove unnecessary struct keywords in sequences headers
Also remove const for non-pointer arguments which is meaningless in
the declaration, move a scene enum to the "enums.hh" header, and add
missing forward declaration of structs.
2023-11-03 09:05:31 +01:00
Clément Foucault 0684b68eb4 EEVEE-Next: Make Ambient Occlusion Pass use Horizon Scan
This adds a new way of computing occlusion using visibility bitmask. To
make it more algorithm agnostic, we name it horizon scan.
This cleans-up / simplify the code compared to the Horizon based solution.
There is no more trickery for fading influence of distant samples which
makes the result match cycles closer.

This introduces a new thickness option. Maintaining it relatively low
makes it possible to avoid over occlusion because of in front geometry.
Making it too low will cause under occlusion.

Related #112979

Pull Request: https://projects.blender.org/blender/blender/pulls/114150
2023-11-02 19:22:01 +01:00
Falk David 91db8fc5a0 GPv3: Multi-frame editing
Adds a new scene tool setting `use_grease_pencil_multi_frame_editing`.

The `foreach_*_drawing` functions are moved to the `ed::greasepencil` namespace in the editor, since they are now context sensitive and depend on the toolsetting. They are now named `retrieve_editable_drawings` and `retrieve_visible_drawings` and return
an array of drawings instead of calling a callback function.

Pull Request: https://projects.blender.org/blender/blender/pulls/114283
2023-11-02 17:10:59 +01:00
Clément Foucault f79b86553a EEVEE-Next: Add mesh volume bounds estimation
This adds correct object bounds estimation.

This works by creating an occupancy texture where one
bit represents one froxel. A geometry pre-pass fill this
occupancy texture and doesn't do any shading. Each bit
set to 0 will not be considered occupied by the object
volume and will discard the material compute shader for
this froxel.

There is 2 method of computing the occupancy map:
- Atomic XOR: For each fragment we compute the amount of
  froxels **center** in-front of it. We then convert that
  into occupancy bitmask that we apply to the occupancy
  texture using `imageAtomicXor`. This is straight forward
  and works well for any manifold geometry.
- Hit List: For each fragment we write the fragment depth
  in a list (contained in one array texture). This list
  is then processed by a fullscreen pass (see
  `eevee_occupancy_convert_frag.glsl`) that sorts and
  converts all the hits to the occupancy bits. This
  emulate Cycles behavior by considering only back-face
  hits as exit events and front-face hits as entry events.
  The result stores it to the occupancy texture using
  bit-wise `OR` operation to compose it with other non-hit
  list objects. This also decouple the hit-list evaluation
  complexity from the material evaluation shader.

## Limitations
### Fast
- Non-manifolds geometry objects are rendered incorrectly.
- Non-manifolds geometry objects will affect other objects
  in front of them.
### Accurate
- Limited to 16 hits per layer for now.
- Non-manifolds geometry objects will affect other objects
  in front of them.

Pull Request: https://projects.blender.org/blender/blender/pulls/113731
2023-10-19 19:22:14 +02:00
Miguel Pozo b4de568cc4 EEVEE-Next: Tests support
Enable tests for EEVEE Next.

As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.

Notes:
- `get_gpu_device_type` always fails with error:
  > GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
  only make sense for Cycles, and many EEVEE Next features that are
  not actually tested.

Pull Request: https://projects.blender.org/blender/blender/pulls/112161
2023-10-05 16:02:49 +02:00
Omar Emara a609af06f9 Cleanup: Clarify the use of DrawDataList 2023-10-05 14:49:51 +03:00
Campbell Barton 928721c59e Fix broken UV header caused by out-of-range value in DNA
The enum value was outside 'char' range.
2023-09-28 11:20:53 +10:00
Germano Cavalcante fb556c75df Snap: New icons
For Blender 4.0 we decided to support individual icons for different
snap elements.

This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).

This set of icons being simple geometric symbols, that should be
familiar to CAD artists.

Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.

Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.

———

On the decision process:

The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.

With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.

This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.

———

This commit reverts commit 9c2e768f5b.

The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
2023-09-27 16:59:16 -03:00
Clément Foucault f966205022 EEVEE-Next: Add tracing options for diffuse rays
Also fixes diffuse surface always tracing
even when tracing is off.
2023-09-26 23:46:08 +02:00
Clément Foucault 3a4fc2c94e EEVEE-Next: Shadow Map Tracing Initial Implementation
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/111809
2023-09-26 23:42:40 +02:00
Jacques Lucke ad169ba67a Geometry Nodes: support baking individual simulations
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.

Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.

The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.

Pull Request: https://projects.blender.org/blender/blender/pulls/112723
2023-09-26 20:30:46 +02:00
Miguel Pozo 2aa7961e6f Workbench: Remove old implementation 2023-09-06 15:54:48 +02:00
Christoph Lendenfeld 11fe57cab8 Animation: Move Snapping to Scene
Part of #91973

Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor

into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.

The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`

Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.

Pull Request: https://projects.blender.org/blender/blender/pulls/109015
2023-09-05 10:06:55 +02:00
Julian Eisel 4c8847ec4f Cleanup: Remove `extern "C"` from DNA headers
`extern "C"` did not actually have an effect here since it only impacts
name mangling of functions, not structs (or other class types). Now this
can get in the way when we add C++ blocks with functions , e.g.
templates are not allowed in code with C-linkage.

Most of these were added in ad4b7741db, even though it was known that
this doesn't have any impact. Reason was because developers thought they
would have to add that to all direct and indirect includes to be able to
use a header in C++ (a common misconception). Now with most files
compiled in C++, it's obvious that this isn't the case.

Pull Request: https://projects.blender.org/blender/blender/pulls/111926
2023-09-04 15:59:40 +02:00
Bastien Montagne 23835a393c Remove compatibility code for blendfiles from early 2.80 development era.
Remove the 'SceneCollection' structure definition from DNA, and the
compatibility code converting it to the 'modern' viewlayer system.

'SceneCollection' was part at some point of the new collection system
during 2.80 development, but was never in any published Blender release.
So this code was only ensuring compatibility with a few potential
Blender files saved from in-development builds over four years ago.

Implements #110918.

Pull Request: https://projects.blender.org/blender/blender/pulls/110926
2023-08-09 11:15:27 +02:00
Clément Foucault 453cc9b84a EEVEE-Next: Irradiance Pool Size
Add pool size to allow predictable memory
footprint.
2023-08-06 20:30:08 +02:00
Campbell Barton 7f34ad736a Cleanup: spelling in comments 2023-08-05 13:54:25 +10:00
Brecht Van Lommel 83fa353efc Hydra: add option to export through USD file instead of Hydra API
This is currently meant mainly for testing, when "Developer Extras" is
enabled. The goal is to make interactive Hydra export and USD file export
identical. We are not there yet, and having the ability to compare both
in the viewport and automated tests should help us get and stay there.

Ref #110765
2023-08-04 17:01:09 +02:00
Clément Foucault 17db856686 EEVEE-Next: Ray-tracing Denoise Pipeline
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.

Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.

The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.

Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.

Pull Request: https://projects.blender.org/blender/blender/pulls/110117
2023-08-03 15:32:06 +02:00
Hans Goudey a632f1ddfd Sculpt: Remove dynamic topology "Smooth Shading" option
Dynamic topology drawing can now use the smooth status saved in each
edge. Because of that, the "Smooth Shading" draw option is unnecessary
and just adds confusion because of inconsistency between dynamic
topology drawing and other modes.

Fixes #109191

Pull Request: https://projects.blender.org/blender/blender/pulls/110548
2023-07-28 13:44:01 +02:00
Germano Cavalcante 8165b70e58 Fix #110337: 'Target Selection' options modified after transform
Caused by 3a2f5fb9db

`ENUM_OPERATORS` was incorrectly set causing problems for C++ code.
2023-07-21 18:50:37 -03:00
Damien Picard f9669d0a11 I18n: make the string holding light cache messages longer
The `light_cache_info` string holds information about the outcome of
Eevee light cache baking. It is currently 64 bits, which is enough to
hold all possible messages in English. However, some messages need to
be longer than this in other languages, so the holding string also
needs to be longer. From what I can tell, 128 bytes is plenty enough.

Pull Request: https://projects.blender.org/blender/blender/pulls/110028
2023-07-17 11:46:03 +02:00
Sergey Sharybin e1b60fdb91 Remove Z Buffer from ImBuf
It was only used by OpenEXR and Iris images, and saving the Z Buffer
in those formats was disabled by default. This option comes from the
times prior to the addition of the Multilayer EXR.

It also worth noting that it was not possible to save Iris with Depth
pass from Blender as internally it is called IRIZ format and it was
not exposed. But even after exposing this format option something still
was missing as saving and loading ITIZ did not show up the Depth pass.

The reason of removal is to make it a more clear match of the ImBuf
with a render pass, and use it instead of a custom type in the render
result and render pass API. This will simplify the API and also avoid
stealing buffers and making shallow copies when showing the render
result.

For the cases when Depth is needed a Multilayer EXR is to be used,
as most likely more than just the Depth will be needed.

On a user level this change:

- Removes the "Z Buffer" option from the interface.

- It preserves existing sockets in compositor nodes, but it will
  output black image. Also changing the image data-block will
  remove the socket unless a Multilayer EXR with Depth pass image
  is selected.

- Removes "Depth" socket of the Viewer and Composite nodes.

Ref #108618

Pull Request: https://projects.blender.org/blender/blender/pulls/109687
2023-07-04 17:03:02 +02:00
Campbell Barton 0222876a34 Cleanup: replace defines with enum in DNA
- Group ambiguous flags Object::flag & Base::legacy_flag.
- Replace ambiguous hints (e.g. `paf->flag` with doxygen types).
- Remove unused flag PAF_MAXMULT.
2023-06-27 14:45:00 +10:00
Germano Cavalcante fcb2b99f2b Cleanup: Rename variables used in snap code
Many variables have been renamed to make their usage clearer in the
snap code.

- `color_line` -> `source_color`;
- `color_point` -> `target_color`;
- `loc_prev` -> `source_loc`;
- `loc_curr` -> `target_loc`;
- `normal` -> `target_normal`;
- `snap_elem_type` -> `target_type`;
- `snapElem` -> `target_type`;
- `Nearest2dUserData` -> `SnapData`;
- `SCE_SNAP_TO_VERTEX` -> `SCE_SNAP_TO_POINT` or `SCE_SNAP_TO_EDGE_ENDPOINT`;
- `SnapData_EditMesh` -> `SnapCache_EditMesh`;
- `sod` -> `em_cache`;

Also: make-format
2023-06-26 13:47:06 -03:00
Germano Cavalcante 1ef9c16218 Cleanup: Rename SCE_SNAP_MODE_ to SCE_SNAP_TO_
Also rename:
- `SCE_SNAP_MODE_FACE_NEAREST` to `SCE_SNAP_INDIVIDUAL_NEAREST`
- `SCE_SNAP_MODE_FACE_RAYCAST` to `SCE_SNAP_INDIVIDUAL_PROJECT`

And arrange the enums in numerical order.
2023-06-23 17:16:10 -03:00
Clément Foucault ddd88c00b4 EEVEE-Next: Irradiance Cache: Initial Implementation
This is a full rewrite of the irradiance volume baking.
The baking is much faster and doesn't scale linearly with the number
of irradiance samples in the volumes.

Ref #105643

Pull Request: https://projects.blender.org/blender/blender/pulls/108639
2023-06-23 08:39:46 +02:00
Germano Cavalcante 4d6da30d16 Cleanup: Remove unsupported mode from macro 'SCE_SNAP_MODE_GEOM'
`SCE_SNAP_MODE_FACE_NEAREST` is actually not supported as one of the
geometry snap modes.

It is not used for either the snap cursor or the `Set Snap Base` mode.
2023-06-08 15:55:43 -03:00
Campbell Barton abca216a1d Cleanup: use C++ comments for disabling code
[0] used doxygen comment to disable code. Use '//' instead &
move the old doc-string to the newly added flag.

[0]: 7dc85e68fe
2023-06-08 10:32:00 +10:00
guishe 7dc85e68fe Cleanup: Fix comment warning
When compiling on Ubuntu this comment could generate
thousands of warning lines, the comment is fixed now.

Introduced by 8e059b569b

Pull Request: https://projects.blender.org/blender/blender/pulls/108676
2023-06-06 21:59:09 +02:00
Germano Cavalcante 8e059b569b UI: move 'Face Nearest' snap option to another section
The snap mode called "Face Nearest" (and the "Increment" but that's for
another time) doesn't behave like the other snap modes.

Unlike the other snap modes, "Face Nearest" does not act on a Snap
Base (or Snap Source).

It always acts on the origin of individually transformed elements, (such
as each vertex individually).

It works just like the "Project Individual Elements" option.

So this commit makes the following changes:
- `Snap With` was moved to the beginning of the popover
- `Align Rotation to Target` and `Backface Culling` have been moved closer to the snap targets
- `Snap With`, `Target Selection` and `Align Rotation to Target` are no longer hidden by varying the mode and options
- `Project Individual Elements` has been replaced with the `Face Project` option
- `Face Nearest` has been moved to stick together with the `Face Project` option

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request: https://projects.blender.org/blender/blender/pulls/108555
2023-06-06 19:35:57 +02:00
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Clément Foucault 2d66a0ef84 EEVEE: Add Transparent Render-Pass option
This renderpass pass outputs alpha blender surface
to allow combining them with the opaque passes.

Limitation: This only supports monochromatic opacity.
Colored opacity will show differently than in combined pass.

Pull Request: https://projects.blender.org/blender/blender/pulls/107890
2023-05-17 11:57:36 +02:00
Germano Cavalcante 932baa18b7 Fix #106558: Add Primitive tool options not saving
Since a generic snap cursor was implemented (which can be used by Tools and by DragDrop), the Placement Settings are no longer a settings of the "VIEW3D_OT_interactive_add" Operator.

With that implementation, those properties started to be defined in a
static struct, filled in at runtime and accessed in the UI through
workarrounds.

As they are properties initialized at runtime, they are not saved in
the file.

The solution is to move the Placement Settings to `ToolSettings`.

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request: https://projects.blender.org/blender/blender/pulls/107951
2023-05-16 15:00:45 +02:00
Hans Goudey 150943e084 Cleanup: Move remaining sculpt_paint files to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107757
2023-05-08 23:48:38 +02:00
Bastien Montagne 5095ecc67b Cleanup: Rename LibOverride-related enum flags/tags.
Mainly use a shorter, straight-forward prefix (`LIBOVERRIDE`), and
unify/make these enum names more consistant. No functional changes
expected here.
2023-05-02 16:14:53 +02:00
Campbell Barton b132118f89 Cleanup: balance doxygen grouping, minor grouping adjustment 2023-04-19 09:02:21 +10:00
Sybren A. Stüvel 6e59d0b20f Cleanup: document type of Scene::view_layers 2023-04-17 10:57:09 +02:00
Campbell Barton d2ad00d0f5 Cleanup: remove unused RenderData::stereomode 2023-04-04 17:26:37 +10:00
Germano Cavalcante 6778460e53 Fix #106323: Snap to Face Nearest not working
Face Nearest only works with individual projection, so always set the
`SCE_SNAP_PROJECT` flag in this case.

Also gray out the `Project Individual Elements` option in the UI if
`Face Nearest` is enabled.

And change the description to indicate that `Project Individual Elements`
is always enabled with the `Face Nearest` option.

(I feel a better design for this option needs to be considered).
2023-03-31 17:30:26 -03:00
Germano Cavalcante f92bacee94 Cleanup: use macro for 'SCE_SNAP_MODE_GEOM'
One of the advantages of separating this enum member from the others is
because mixing several members in a single one hinders debugging since
in this case the IDE does not define which enums were set.

Also separating this item makes it more readable as `SCE_SNAP_MODE_GEOM`
is not a snap mode but a combination of modes.
2023-03-13 15:34:26 -03:00
Campbell Barton 91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Campbell Barton 0381fe7bfe Cleanup: update username in code-comments: campbellbarton -> ideasman42
Gitea migration changed my username, update code-comments.
2023-02-09 11:33:48 +11:00
Clément Foucault 94d280fc3f EEVEE-Next: Shadows: Add global switch
This allow to bypass all cost associated with shadow mapping.

This can be useful in certain situation, such as opening a scene on a
lower end system or just to gain performance in some situation (lookdev).
2023-02-09 00:48:33 +01:00
Clément Foucault a0f5240089 EEVEE-Next: Virtual Shadow Map initial implementation
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
2023-02-08 21:18:44 +01:00
Hans Goudey 53b057aa09 Cleanup: Move 18 sculpt files to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104436
2023-02-07 21:56:45 +01:00
Campbell Barton 27b4916b1a Cleanup: spelling in comments
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
  (simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
2023-01-31 14:22:23 +11:00
Miguel Pozo ba982119cd Workbench Next
Rewrite of the Workbench engine using C++ and the new Draw Manager API.

The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.

The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)

To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.

Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)

Reviewed By: fclem

Maniphest Tasks: T101619

Differential Revision: https://developer.blender.org/D16826
2023-01-23 17:59:07 +01:00
Campbell Barton 2467becade Cleanup: spelling in comments 2023-01-16 13:57:10 +11:00