When sculpting and doing a image render the workbench used the sculpt
batch what is created by a different GPU context and would not show up.
In debug builds an assert for this case is checked. I rechecked all
`use_sculpt_pbvh` that it also checked if it was rendering. Only the
workbench deferred didn't do this for the default render mode.
With this change the user can render a workbench render directly from
sculpt mode.
This is because even if the glStencilMask is 0x00 the GL_DECR_WRAP and
GL_INCR_WRAP states still works and will modify the stencil.
Fix T73046 Overlapping parts of wireframes don't render at all in workench
with shadows turned on.
When in sculptmode the wireframe coloring should always be disabled.
When an object was sculpted but had modifiers this was not detected and
the colors were still shown.
This fix will disable wireframe coloring for any object that is in
sculptmode.
The `in int flag;` in `gpu_shader_2D_edituvs_faces_vert.glsl`
don't have the values `FACE_UV_ACTIVE` and `FACE_UV_SELECT`.
Add face flags then.
Original patch is from @EitanSomething
Differential revision: https://developer.blender.org/D6520
In a recent refactor we splitted the lines extractor in `extract_lines` and
`extract_lines_loose`. When an object is in edit mode the extracted
lines loose also had to include a dummy bmesh edge iterator. This change
adds this missing dummy method.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D6499
Make indices accommodate into the measures of edgelength and edgeangle
so this results in a nice stack of up to three rows.
Maniphest Tasks: T72128
Differential Revision: https://developer.blender.org/D6357
The ratio for area stretching was packed into an unsigned int, but could
contain negative numbers. This flipped the negative numbers to high
positive numbers and rendered the wrong color in the stretching overlay.
I can remember during {T63755} I had to flip the sign to get the
correct result, but couldn't find out why that was needed. Now I know.
Reviewed By: fclem, mano-wii
Differential Revision: https://developer.blender.org/D6440
Vertex colors behaved differently as the paint overlay mixed the colors
in display mode and the results was multiplied on top of the original
shading.
This patch will align the implementation to texture painting where the
colors are drawn by the workbench engine so the correct shading is
applied.
This also means that we don't show the vertex colors overlay when not
in solid mode.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6436
Due to recent refactoring of the overlay unification the camera limits
were also visible when the overlays were turned off. This was because
the `draw_extra` had an exception for when looking through the camera.
This change also takes the global hide overlays into account. So now the
camera limits will not be drawn when overlays are turned off. This also
fixed other camera related overlay drawing.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6394
Due to the refactoring of the overlay engine the draw caches were
changed. The sphere batch used to have positions and normals. After the
refactoring it didn't had the normals anymore. The normals are needed
for shading. As they were not there the look dev spheres were rendered
black.
This change add the `nor` attribute to `DRW_cache_sphere_get` batch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6393
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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
Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6380
This seems to only affect some drivers. Rendering to multiple targets
without all output variables defined seems to be undefined behavior.
Thanks to gaiaclary for reporting on blendercoders.
The edit overlays were drawn dispite of the global hide overlays toggle.
This patch checks the global hide overlay toggle to see if it needs to draw
these overlays.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6371
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
The Camera Background Images uses a alpha under blending. For alpha
under blending to work correctly the framebuffer containing the result
of the render engine needs to be active
(`DefaultFramebufferList.default_fb`) and the source blend color needs
to be premultiplied with alpha.
Due to recent refactoring this wasn't the case and it seemed that the
background image was drawn in front of the scene. This patch sets the
correct state so it seems to be drawn behind the scene.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6365
Introduced by 9c337fcfe2 mistaken that `MeshExtract.use_threading` set
to false means that no threading is used at all. This is not the case it
will still perform threading for large objects, it will only run the
different subtasks in serial.
Fixed by scheduling the `lines_loose` in the task_pool after the rest
have been executed. This is cleaner than the previous implementation as
it sticks more to the actual design.