Viewport: Disable Clipping For EEVEE and External Renderers
Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.
This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.
This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.
There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6047
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
Small performance improvements by caching the world_ubo in the World.
It was detected that NVIDIA driver created threads to update the
world_ubo (304 bytes). This patch will reuse the previous created
ubo when not changed.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6087
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
Color banding issues can appear, as result of the 8 bitdepth RGBA that
is used in the viewport.
This change will use `GPU_RGBA16F` for final renderings and for drawing textures. This
allows displaying HDRI textures. Vertex Colors uses `GPU_RGBA16` to resolve
color banding issues. All other modes use `GPU_RGBA8` to reduce
bandwidth and gpu memory.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5179
When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.
The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.
This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5190
... instead of overiding it (previous behavior).
In practice it's not really noticeable.
This means an object with alpha will never be more opaque when enabling
xray.
We fix by separating the drawing of wire xray objects.
These wire objects gets drawn before normal wires and set the stencil to
0x0 just like the solid counterparts. Also a prepass is done to "dig"
through non-xray solid.
Centralize logic for when to use the PBVH for drawing, fix missing tests in
mask drawing, fix missing tests for multiple windows, only do more expensive
update for all viewports at end of the stroke.
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
When using texture drawing the material alpha was not set correctly, It
used the `shading.xray_alpha` as this was the default set in the forward
renderer.
Workbench/Eevee now displays multiple multi-materials correctly.
Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.
This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
When texture drawing was enabled the fallback materials were not transparent.
The reason was that the solid material was requested. This patch will requesting
in this case the material from the forward renderer.
Fix: T63077
Reviewed By: fclem
Maniphest Tasks: T63077
Differential Revision: https://developer.blender.org/D4641
In final rendering mode the display type was tested for
visibility flag. This should only occus when doing viewport
rendering
Reviewed By: fclem
Maniphest Tasks: T63056
Differential Revision: https://developer.blender.org/D4643
When Specular Transparent materials are used the world clipping
did not work on the transparent materials. The reason was that the
accum shaders did not vary on the existance of the clipping planes
This patch will variate the accum shaders when clipping planes are
active.
Reviewed By: fclem
Maniphest Tasks: T61023