Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud

Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
This commit is contained in:
Brecht Van Lommel
2020-03-17 16:27:08 +01:00
parent b0a1cf2c9a
commit fd53b72871
36 changed files with 1177 additions and 168 deletions

View File

@@ -108,28 +108,6 @@ class DATA_PT_volume_grids(DataButtonsPanel, Panel):
layout.template_list("VOLUME_UL_grids", "grids", volume, "grids", volume.grids, "active_index", rows=3)
class DATA_PT_volume_render(DataButtonsPanel, Panel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
volume = context.volume
render = volume.render
col = layout.column(align=True)
col.prop(render, "space")
col.prop(render, "step_size")
if scene.render.engine == 'CYCLES':
col = layout.column(align=True)
col.prop(render, "clipping")
class DATA_PT_volume_viewport_display(DataButtonsPanel, Panel):
bl_label = "Viewport Display"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@@ -162,7 +140,6 @@ classes = (
DATA_PT_volume_grids,
DATA_PT_volume_file,
DATA_PT_volume_viewport_display,
DATA_PT_volume_render,
DATA_PT_custom_props_volume,
VOLUME_UL_grids,
)