Commit Graph

140 Commits

Author SHA1 Message Date
8ece0816d9 EEVEE: Rewrite: Implement nodetree support with every geometry types
This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.

Vertex Displacement is automatically enabled for now.

Lighting & Shading is placeholder.

Related Task: T93220

# Conflicts:
#	source/blender/draw/engines/eevee_next/eevee_engine.cc
#	source/blender/gpu/CMakeLists.txt
2022-05-02 09:35:45 +02:00
edcbf741df Refactor: Evaluate surface objects as mesh components
This commit furthers some of the changes that were started in
rBb9febb54a492 and subsequent commits by changing the way surface
objects are presented to render engines and other users of evaluated
objects in the same way. Instead of presenting evaluated surface objects
as an `OB_SURF` object with an evaluated mesh, `OB_SURF` objects
can now have an evaluated geometry set, which uses the same system
as other object types to deal with multi-type evaluated data.

This clarification makes it more obvious that lots of code that dealt
with the `DispList` type isn't used. It wasn't before either, now it's
just *by design*. Over 1100 lines can be removed. The legacy curve
draw cache code is much simpler now too. The idea behind the further
removal of `DispList` is that it's better to focus optimization efforts
on a single mesh data structure.

One expected functional change is that the evaluated mesh from surface
objects can now be used in geometry nodes with the object info node.

Cycles and the OBJ IO tests had to be tweaked to avoid using evaluated
surface objects instead of the newly exposed mesh objects.

Differential Revision: https://developer.blender.org/D14550
2022-04-05 11:31:18 -05:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
fe1816f67f Curves: Rename "Hair" types, variables, and functions to "Curves"
Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".

This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.

The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.

Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
  existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
  since that is also used by the old hair particle system.

Differential Revision: https://developer.blender.org/D14007
2022-02-07 11:56:48 -06:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
e89d42ddff Cleanup: move public doc-strings into headers for 'draw'
Ref T92709
2021-12-08 20:30:05 +11:00
b9febb54a4 Geometry Nodes: Support modifier on curve objects
With this commit, curve objects support the geometry nodes modifier.

Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.

The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.

However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.

This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.

The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.

Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.

Differential Revision: https://developer.blender.org/D11597
2021-09-11 13:54:40 -05:00
a18d88213f Cleanup: Converted draw_color_management to CPP. 2021-08-31 13:24:42 +02:00
fd414b4906 Cleanup: Use const arguments for volume code
The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.

Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.

The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.

Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.

Differential Revision: https://developer.blender.org/D10916
2021-04-08 12:00:26 -05:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
0be88c7d15 GPencil: Merge GSoC curve edit mode
Differential Revision: https://developer.blender.org/D8660

This patch is the result of the GSoC 2020 "Editing Grease Pencil Strokes
Using Curves" project. It adds a submode to greasepencil edit mode that
allows for the transformation of greasepencil strokes using bezier
curves. More information about the project can be found
here: https://wiki.blender.org/wiki/User:Filedescriptor/GSoC_2020.
2020-11-13 21:43:00 +01:00
Ivan Perevala
4efd87d56b UI: Adaptive HDRI preview resolution
HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.

Reviewed By: Jeroen Bakker

Differential Revision: https://developer.blender.org/D9382
2020-11-13 08:26:27 +01:00
e12767a035 Volumes: support selection and outlines in viewport
Previously, one could only select a volume object in the outliner
or by clicking on the object origin. This patch allows you to click
on the actual volume.

Furthermore, the generated (invisible) mesh that is used for
selection is also used to draw an outline for the volume object now.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9022
2020-09-29 12:39:41 +02:00
ac60a67b3f Cleanup: GPU: Remove Batch vao cache reset
This is done at drawtime automatically.
2020-08-13 14:20:24 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
058514aa0a PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing

We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.

This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.

Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8301
2020-07-15 20:10:45 +02:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
f84414d6e1 EEEVEE: Object Motion Blur: Initial Implementation
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.

For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.

Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.

We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.

We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.

We use a background reconstruction method that needs another setting
(Background Separation).

Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.

One caveat is that hair particles are not yet supported. Support will
come in another patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7297
2020-06-19 17:05:49 +02:00
c233271b0b Fix T76126 Overlay: Glitch when hiding Nurb vertices 2020-05-14 16:16:29 +02:00
fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
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
2020-03-09 16:27:24 +01:00
a74f0dc0e3 Cleanup: declatatuons for functions that don't exist 2020-02-20 11:22:14 +11:00
49403a676b Merge remote-tracking branch 'origin/blender-v2.82-release' 2020-01-28 18:24:17 +01:00
3fd4c88e3a Fix T72593 Blender crashes when modifier change the material count
Instead of changing the modifiers behavior, we make sure to always use
the data->totcol instead of the ob->totcol. Also we centralize getting
this number to avoid future issues.

Fix T72593 Blender crashes when separating mesh
Fix T72017 Crash on set visibility change
2020-01-28 16:39:37 +01:00
6eaf51ef3e DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower.

I did not benchmark the performance impact.

This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6610
2020-01-17 16:29:20 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
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
2019-12-02 13:15:52 +01:00
8919c1cad5 Cleanup: clang-format, sorted lists 2019-08-20 22:47:25 +10:00
4aad773061 Cleanup: Silence C4115 warning
`'ParticleSystem': named type definition in parentheses`
And prevent the need for struct `Object` to be defined.
2019-08-15 12:35:28 -03:00
38a0896f15 Overlay: Mesh Analysis
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4707
2019-04-25 11:25:22 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
deb3b8301a DrawManager: Add Edge Detection To DisplayLists
Objects that internally uses DispList do not cast shadow in the workbench.
Their outline is also not visible in object mode. The reason for this is
that edge detection was not implemented for Display Lists. This patch will
implement the edge detection.

Reviewed By: fclem

Maniphest Tasks: T62479

Differential Revision: https://developer.blender.org/D4605
2019-03-28 14:52:25 +01:00
Dalai Felinto
b94ec178a2 Fix stereoscopy convergence plane placement
Note this was broken even in 2.7x.

We had a different logic for the plane wire, as for the plane itself.
And they were both wrong when changing the camera shift or the stereo
pivot.

Both of their logic is now unified and correct.

Also I had to create a new gpu batch for the quad wires, since there is
no state that allows me to filter out the geometry, and the square gpu
batch is quite different than the quad one (2d x 3d and orientation).
2019-03-06 13:33:09 -03:00
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
99fb654ffd DRW: Cleanup / Renaming of mesh batch cache functions
THis is in order to avoid the jungle of names being different at each
step of the API.

Also removes some unused functions.
2018-12-18 20:51:52 +01:00
bcf390a6c3 Mesh Batch Cache: Port weight paint surface to batch request 2018-12-18 02:19:52 +01:00
6a1315d6e7 Weight Paint Overlay: Refactor wire drawing
This reduce the number of batch/data needed. Stores a select/visiblee
flag inside the vert/loop normals.
2018-12-18 02:19:52 +01:00
4cd558b711 Mesh Batch Cache: Port Texture paint wires to new batch request 2018-12-17 17:11:45 +01:00
36cc42e796 Mesh Batch Cache: Optimization & Refactor shaded surface support
This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.

Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.

This commits breaks texture paint batches. It will be added back in another
commit.
2018-12-17 17:05:57 +01:00
f371e633f9 Curve Batch Cache: Add support for loose edges and curve/surf modifier
Fixes T58298 Nurbs circle and curve dont draw in objectmode
Fixes T58107 Modified curves/surfaces/fonts do not show their eval mesh
2018-12-14 16:17:29 +01:00
2afed99da3 Curve Batch Cache: Rework Implementation to use new batch request
Shaded triangles are not yet implemented (request from gpumaterials).

This also changes the mechanism to draw curve normals to make it not
dependant on normal size display. This way different viewport can
reuse the same batch.
2018-12-14 16:17:29 +01:00
f7b558cbdc DRW: Batch Cache: Mesh: Port edit mesh batches to batch request method
This also do some renaming/cleanups.
2018-12-10 19:02:17 +01:00
0c6d5232a3 DRW: Remove the use of GPUTexture buffers for edit wire rendering
See previous commit for detail as why.
2018-12-07 05:33:53 +01:00
e929cad706 DRW: Rework wireframe overlay implementation
The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.

This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
  intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.

This remove the optimization introduced in f1975a4639.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).

The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
2018-12-07 05:33:53 +01:00
f1975a4639 Wireframe: Optimization: Only draw triangles that have edges
This only happens after a certain threshold.

We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the start bin if the wireframe slider is low enough.

This optimization is disabled for deformed meshes.

This should help resolve (to some extent) T58188.
2018-12-04 17:52:32 +01:00
32ab0647a5 DRW: Implement Hair Weight drawing
Fixes T57931 Particle weight edit mode is not supported.

There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
2018-11-27 13:49:22 +01:00