instead of being ThreadLocal and leading to incorrect usage.
We still enforce no framebuffer when changing context. We can lift this
restriction later.
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
This ignores the scene color managment view settings for solid mode and
lookdev when not using scene lights and world. The scene settings are
intended for tweaking renders and should not affect studio lighting and
matcaps.
There may be cases where a simple sRGB transform is better than Filmic
and we could add configuration for this. Not sure if it really matters
and it may be better if we just assume matcaps and studiolights are all
created for one view transform.
Differential Revision: https://developer.blender.org/D3569
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.
You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
There are now 3 categories in the overlay popover:
- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)
The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.
Part of design: T55863
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
demand).
- Add union to access DRWMatrixState members more easily.
Trying to have a single option for this is too likely to be
insufficient in some cases.
Instead, support object type visibility & selectability per view-port.
This is because depth test is set before drawing anything now. There is no
case where we want to draw without depth test that is not selection and
this case is not handle by v3d->zbuf anymore.
UI assume depth test is off by default. The DRWManager assume it's on.
This should fix T55623.
This puts the wireframe on top of the weight in weight paint mode,
sculpt mode ...
Wireframe should be colored differently if the object is in paint mode
but it's not there yet.
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:
- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
Currently with a debug build there is a race condition where the mutex is released before the DST structure is reset to 0xFF, meaning when multiple threads are using the DRWManager it can get cleared when the main thread is using it, causing crashes.
Reviewers: fclem, brecht
Reviewed By: fclem
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3476
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
This way they can be init in their owner thread. Contexts should not be
shared accross threads. Once you make a context active on a thread it is
owned by the thread.
This commit only have the GLX backend updated but should not break orther
platform.
Manipulators which aren't explicitly activated via tools are now hidden.
Tool manipulators are kept because it doesn't make sense to interact
with a tool with hidden manipulators.
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).
Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
Therefore, you can turn all of them on/off from the "Overlays" popover
* By and large, we have kept the same draw style as was used in 2.7
Further changes can happen later following further design work.
* One change from 2.7 is that thicker lines are used by default (2px vs 1px)
Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
conversion step on each drawcall). Instead, this has been moved to the calculation step
(in blenkernel). Soon, there will be some cleanups/improvements with those functions,
so until then, we'll keep the bad level calls.
Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.
Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)