This mean you can store data used for drawing inside the object engine
data.
Also fixes T55243 Crash in ASAN debug builds due to use-after-free memory in draw code - instances issue?
This new system use transform feedback to compute subdivided hair points
position. For now no smoothing is done between input points.
This new system decouple the strands data (uv, mcol) with the points
position, requiring less update work if only simulation is running.
In the future, we can have compute shader do the work of the feedback
transform pass since it's really what it's meant to. Also we could generate
the child particles during this pass, releasing some CPU time.
draw_hair.c has been created to handle all of the Shading group creations
as well as subdivision shaders.
We store one final batch per settings combination because multiple viewport
or render could use the same particle system with a different subdivision
count or hair shape type.
This new API aim to provide simple function that can be called by the draw
engines during any phase of the draw pipeline. All calls are saved and
issued after all engines have finished rendering.
This removes the need of setuping special passes and shading groups for some
simple debug drawing.
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
This manually resolve the content of a multisample FB to a single sample FB.
It resolves color (combine the 2 framebuffers in a logical maner keeping
depth buffer occlusion etc..) instead of a plain glBlitFramebuffer copy.
Because:
- Less redundancy.
- Better suffixes.
Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
- When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
- Removed the use_shading flag from VertexPaint and WeightPaint
- add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)
Reviewers: fclem
Tags: #code_quest
Maniphest Tasks: T54894
Differential Revision: https://developer.blender.org/D3191
Not really happy with the fix, but it works. With the new window draw method
we are no longer storing the 3D viewport in 4 buffers, by having the GPU
viewport function directly as the 3rd buffer. This means we need to draw the
action zones into it, and so we need to keep the framebuffer bound a little
longer.
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.
Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:
* Poor 3D view performance when using Region Overlap should be solved now,
since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
window and save memory, though at the moment there are still some tools
using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
drawing in the 3D viewport.
Differential Revision: https://developer.blender.org/D3061
This allows for background rendering with EEVEE and other opengl render
engine.
I've only tested it on Linux for the moment so I can't say about other
platforms.
We do lazy init because we cannot assume we will need Ghost for rendering
before having parsed all arguments and we cannot know if a script will
trigger rendering. This is also because it currently does not work without
any display server (blender will crash).
Added Object Overlap Overlay
- Added R32UI support to GPU_framebuffer
- Added R32U support to draw manager
- The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
- Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.
Reviewers: fclem, brecht
Reviewed By: fclem
Subscribers: sergey
Tags: #code_quest
Maniphest Tasks: T54726
Differential Revision: https://developer.blender.org/D3174
- need a draw mode in workbench engine.
- reorganized render engine retrieval in 3d view. There are 2 places
where this happenes 1. 3d view draw code and 2. draw manager.
the draw manager code is not used for external engines, currently added
an exception in for cycles. will need to have a better solution in
place.
issue was the factoring of the workspace engine that was removed. the logic implied that the clay could not be rendered as clay will be a draw mode we placed it already there so it is accessible in any engine. Should eventually fix the clay engine by migrating it to the workbench engine.
Implemented the face orientation overlay for testing.
Overlay mode is only drawn when there are overlays to be rendered.
The overlay mode is rendered before the object mode.
- added `object_color_type` where the user can set if the collection
determines the color, or the object will be used for the color.
Implemented it as an enum as later this can have a random color option.
- moved OB_LIGHTING_* to DNA_view3d_types and renamed it.
- Fixed some DRY in workbench_materials.c. Can remove more DRY's but
will need to discuss the responsibility of the workbench engine as it
might become part of the eevee renderer.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
Assume files saved in 2.8 were intended for Eevee and set them to material
viewport shading. In Eevee this is equal to rendered draw mode, in Cycles
this will draw with Eevee. This way Eevee demo files still show something
interesting when opened.
Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.
Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench