This code to free shaders by casting a struct to a pointer array is not valid
in general, and particularly when compiling with Clang (on Linux and macOS) it
fails and can read invalid/uninitialized memory .
Use a single color by object in grease pencil is not practical because is necessary to see all layers.
To tint by layer, the layer tint parameter is used and not the material color as is done in other modes.
This function has been backported from 2.82 because was removed in the 2.83 refactor.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
Problem is that the RenderEngines will change the RenderData cfra when
rendering (when time remapping is used -- at least workbench/eevee/
gpencil do a combination of BKE_scene_frame_get() plus
RE_GetCameraWindow() which alters the RenderData cfra).
Later on in the pipeline, the Compositor will use this RenderData cfra
to determine the output file name for the FileOutput node. (In contrast
to this, the 'regular' Output will use the Scene's RenderData -- not the
Render's -- cfra [which hasnt been altered])
It is not entirely clear why RE_GetCameraWindow was setting the cfra on
the Render, but it appears to be legacy OGL rendering related and is not
needed anymore.
Removing this will keep the cfra as needed for the Compositor FileOutput
node.
Actually, the fade objects always fade to Black color, but this is not a good solution.
This patch fade the object to the viewport color.
Differential Revision: https://developer.blender.org/D7206
When using grease pencil in a stereo rendering the grease pencil objects are
only visible in the left eye. In the viewport it renders both.
Issue is related that `DRW_render_gpencil` only renders a single view. But
`DRW_render_to_image` renders all views. This patch puts this in a loop to
render both eyes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7154
It seems like OSX drivers are using standard attributes for passing
gl_VertexID and gl_InstanceID to the vertex shader, and count them in the
limit of MAX_VERTEX_ATTRIBS.
This patch make sure to never use more than 13 attributes by packing some
attributes together.
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.
* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.
This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D6684
Now when change the setting the strokes are recalculated.
To do this, it was necessary to move the UV recalc to BKE module in order to share with Draw Engine. If the recalc it was done in draw engine, the factor was only calculated for evaluated version and there was a problem when draw a new sytroke.
Now, the RNA parameter recalc the original datablock instead of tag for be calculated in Draw Engine.
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
By error, the original datablock was used while rendering. Actually, only while the user is drawing the original data must be used because when we tested, the time the system uses to copy the datablock created a very bad "lag" feeling while drawing. Maybe the lag was half second only, but it ruined the pencil feeling.
I talked some time ago with Sergey about that and we decided use this approach.
Now, only the original datablock is used while the user is "moving" the pen, but not in any other situation.
Thanks @sergey for help me with this bug and sorry for thinking it was a depsgraph issue.
When the stroke has less than 3 points, but only the fill material is enabled, the stroke is invisible and makes the shaders to remove any fill because the shader start and end pointers are not correct.
Now, if the stroke has only fill, but it is not fillable, it is drawn with the stroke color to avoid the errors and these ghost strokes.