Commit Graph

122 Commits

Author SHA1 Message Date
9f5c0ffb5e Cleanup: Use const variables for object's evaluated mesh
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
2021-07-01 23:03:27 -05:00
Jeroen Bakker
cb8a6814fd Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:16:54 +02:00
00955cd31e Revert "Blenlib: Explicit Colors."
This reverts commit fd94e03344.
does not compile against latest master.
2021-05-25 17:03:54 +02:00
Jeroen Bakker
fd94e03344 Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:01:26 +02:00
2175cbe2ce Cleanup: Move curve draw cache implementation to C++
I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.

Differential Revision: https://developer.blender.org/D11350
2021-05-21 17:28:29 -04:00
09c1cb8a17 Fix T84260: NURBS edit mode lines not showing
When in edit mode, the edit lines for de-selected surfaces did not
show up.

The bug was caused by the is_gpencil bool which reused another flag.
Both grease pencil and nurbs surfaces use the edit_curve_handle shader.
A dedicated flag was added to make sure the is_gpencil bool is
set correctly.

Reviewed By: fclem

Maniphest Tasks: T84260

Differential Revision: https://developer.blender.org/D9985
2021-01-04 15:34:02 +01:00
d11a87b88c DrawManager: High quality normals for non meshes
This adds high quality normals for non meshes. These include

* Volumetric Object Wireframe
* Metaballs
* Extracted Curves
* Curves in edit mode

This is in preparation to fix a regression in recent AMD
drivers where the `GL_INT_2_10_10_10_REV` data type isn't
working in Polaris cards.
2021-01-04 11:09:56 +01:00
774905f7e8 CleanUp: Introduce eMeshBatchDirtyMode enum
It used to be an int mode.
2020-10-09 07:27:18 +02:00
048c5580c2 Revert "CleanUp: Introduce eMeshBatchDirtyMode enum"
This reverts commit 0796807720.
2020-10-09 07:25:43 +02:00
0796807720 CleanUp: Introduce eMeshBatchDirtyMode enum
It used to be an `int mode`.
2020-10-07 16:18:12 +02:00
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
6c9ec1c893 Sculpt: Render Mask and Face Sets with modifiers active
This removes the limitation of the sculpt overlays not being visible
with modifiers active.

Reviewed By: fclem

Maniphest Tasks: T68900

Differential Revision: https://developer.blender.org/D8673
2020-09-18 19:30:51 +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
bf8b62e874 Fix curve handle color ID display
Regression in 49f59092e7 caused all handles to display using
the 'aligned' theme color.

Arrange flags to fix this, add assert to avoid this happening again.

Also rename flag so it's use is clearer.
2020-06-15 15:33:42 +10:00
Jeroen Bakker
bf34b0c8f4 DrawManager: Graph Task Scheduling
This patch uses a graph flow scheduler for creating all mesh batches.
On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps.

For each mesh where batches needs to be updated a sub-graph will be added to the task_graph.
This sub-graph starts with an extract_render_data_node. This fills/converts the required data
from Mesh.

Small extractions and extractions that can't be multi-threaded are grouped in a single
`extract_single_threaded_task_node`.

Other extractions will create a node for each loop exceeding 4096 items. these nodes are
linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata
needed for the extraction based on the data extracted from the mesh.

Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created
as part of the lines extraction. When the lines_loose is only requested the sub-buffer is
created from the existing `lines` buffer. It is assumed that the lines buffer is always
requested before or together with the lines_loose what is always the case (see
`DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`).

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7618
2020-06-02 15:54:45 +02:00
49f59092e7 Curves: Implement Handles for selected points only
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..

Reviewed By: fclem, #user_interface, billreynish, Severin

Differential Revision: https://developer.blender.org/D7754
2020-05-26 10:37:47 +02:00
c233271b0b Fix T76126 Overlay: Glitch when hiding Nurb vertices 2020-05-14 16:16:29 +02:00
85dc8d7477 Cleanup: sort file, struct lists 2020-03-20 12:19:44 +11:00
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
002b183506 Merge branch 'blender-v2.82-release' 2020-01-30 11:54:15 +11:00
15350c70be DRW: Add support for tangent on objects using display lists.
Only Metaballs are left unsupported.
However, the implementation does not match 100% with cycles which converts
all objects to meshes.

Fixes T63424 EEVEE: Normal map node doesn't works with curve objects
2020-01-30 01:37:46 +01:00
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
4ddf3215a7 Fix T68380 Skin modifier root not displayed 2019-10-16 18:58:12 +02:00
7bbdc6996a Fix T69941 Assert selecting UVs
Was caused by DRW_mesh_batch_cache_get_edituv_faces_stretch_area called
after DRW_mesh_batch_cache_create_requested. So it was created on the wrong
object/mesh.
2019-09-27 17:19:00 +02:00
64f8f7db7c Fix T63755: Area Stretching Overlay
Support for UV Stretching overlay during multi object editing. The
VBO now holds the ratios per fase. In the shader these ratios will
be compared against the global ratios. The global rations are created
from all selected objects.

The current implementation does not fit well with the draw module. The
plan is to move the drawing of other spaces towards the draw manager what
leads to a better fit. Currently the details on this solution is unclear
but this requirement will become an attentionpoint in the future design.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5665
2019-09-04 08:08:27 +02:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
9c010c44f4 Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.

This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).

We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5424
2019-08-14 19:05:26 +02:00
0030e4da70 DRW: Make batch validation run first during iteration
This reduces the cost of querying the batches to the batch cache.
2019-05-08 17:52:48 +02:00
05b0f52aa7 DRW: Move all batch request functions to own header
This is in order to using BLI_INLINE for thoses functions and keep headers
cleany separated.
2019-05-08 17:52:48 +02:00
fb3b2ab709 Cleanup: Remove unused code in sculpt_mode, workbench and draw manager 2019-05-04 14:11:04 +02:00
e8daa61570 DRW: Add debug utility for batch cache requests 2019-04-30 12:55:03 +02:00
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
223f7e79f9 DRW: Add batch garbage collection
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.

The collection rate is hardcoded at 60 sec but could be exposed to the user.

This system can be extended and discard most unused batches in the future.

This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-19 15:19:43 +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
fa5950d878 Fix crash with wireframe on highpoly curves on some AMD gpus.
Differential Revision: https://developer.blender.org/D4433
2019-03-01 12:40:20 -03:00
753e73009f Fix T61801: Wireframes on curves not working 2019-02-25 19:37:16 +01:00
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
a131514d0f Edit Mesh: Fix some problem with new implementation
- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
2019-02-05 15:02:15 +01:00
86193d25db Edit Mesh: Refactor Edit cage drawing to use old style drawing
This is work in progress. Look is not final.

This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.

We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.

This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the

This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
2019-02-05 15:02:15 +01:00
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
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
1c91b6ee29 UVEdit: Port texpaint_loop_wire to batch request
This removes code duplication and put an end to the old "create at request"
batch creation.

Also it uses the same vbo as the uv layer used for shading. Reducing VRAM
usage.

Also fixes the modified uv display in uv edit mode.
2019-01-11 16:00:23 +01:00