Refactor include:
- Removal of DRWInterface. (was useless)
- Split DRWCallHeader into a new struct DRWCallState that will be reused in the future.
- Use BLI_link_utils for APPEND/PREPEND.
- Creation of the new DRWManager struct type. This will enable us to create more than one manager in the future.
- Removal of some dead code.
User notes
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Compositing, rendering of multi-layers in Eevee should be fully working now.
Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.
Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.
At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame. So I got rid of most of the partial
update calls we had during the render pipeline.
Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3073
-Make the view and object dependant matrices calculation isolated and separated, avoiding non-needed calculation.
-Adding a per drawcall matrix cache so that we can precompute these in advance in the future.
-Replaced integer uniform location of only view dependant builtins by DRWUniforms that are only updated once per shgroup.
Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.
Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
Depth picking needs to read the depth buffer after drawing
since GPU_select_end runs in a different OpenGL context
reading the depth buffer wasn't working.
This caused the last object to be unelectable.
This patch adds F12 offline Freestyle rendering support to Eevee.
Most functionalities are identical with those found in Cycles.
The only major difference is that the per-view layer "use Freestyle" toggle
option is currently placed in the "Passes" panel of the "View Layers"
properties window instead of a "Layer" panel as in Cycles. Since Freestyle
is a post-processed overlay and not a pass, the present option location is
a compromise. To describe this fact, the per-layer "use Freestyle" option
is in a subsection labeled as "Layer".
Reviewers: fclem, brecht, campbellbarton
Reviewed By: fclem, brecht
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D3084
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented.
This task implements Matrix export also for simple Object animation.
Differential Revision: https://developer.blender.org/D3082