Commit Graph

3570 Commits

Author SHA1 Message Date
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
189aa32a3a Cleanup: vertex coordinate access, naming & minor changes
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
2019-08-22 06:48:10 +10:00
d357e7b065 Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.
2019-08-21 15:53:57 +02:00
899d2461bf Fix T68911: "illegal recursive expansion of macro id"
I imagined that could be a problem for some drivers.
I should have avoided.
2019-08-20 21:56:39 -03:00
247507a85f Cleanup: remove undefined function 2019-08-20 11:47:50 -03:00
c48d1d54f1 Select Engine: Move some private members out of select context 2019-08-20 11:36:36 -03:00
0827110a35 Cleanup: Move select_engine function to corresponding header 2019-08-20 11:36:35 -03:00
8919c1cad5 Cleanup: clang-format, sorted lists 2019-08-20 22:47:25 +10:00
5fa17ce720 Mesh Batch Cache: Fix crash caused by rB3cbf2462391c 2019-08-19 18:08:44 +02:00
4bf37bafc2 View3D Grid: fix imperial grid drawing
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.

Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.

No performance loss (almost no gain too).

Reviewers: fclem

Subscribers: zlsa, rl.amorato

Differential Revision: https://developer.blender.org/D4379
2019-08-19 12:05:57 -03:00
3cbf246239 Fix T68719 Viewport: Wrong material index when switching between view mode
This was due to the GPUIndexBuf ranges only computed when requesting
the triangles indices. If the tris were already calculated, the new shading
batches would never have the GPUIndexBuf ranges and instead use the full
triangle index buffer.

So since this only happen when shading data does not match, we just save
the previous GPUIndexBuf ranges and reuse them for the new batch.

This patch is a bit of a hack on top of a hack but it works fine.
2019-08-19 17:02:27 +02:00
10001d9099 Mesh Batch Cache: Fix regression with mesh that have poly mat id > mat_len 2019-08-18 22:41:12 +02:00
e69fb44027 Fix T68782: false occlusion in selecting vertices and edges with objects in any wire view 2019-08-17 18:40:08 -03:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
2aef1347f9 Cleanup: correct comments 2019-08-18 04:26:29 +10:00
c3d037e88f DRW: Fix couple of issues in DRW_draw_select_id
Theses 2 function calls are mandatory.
2019-08-17 17:27:28 +02:00
66bd96e0bb Cleanup: remove gawain reference 2019-08-17 01:17:30 +10:00
2790740813 Cleanup: spelling 2019-08-17 00:57:05 +10:00
ecc3b033a7 Fix T68715 Hidden polygon Edit mode are hidden in Object level 2019-08-16 15:00:50 +02:00
8f565f5a6f WM: reuse visible region calculation
Avoids calculating the visible part of a region whenever
on-screen overlays are drawn.
2019-08-16 06:44:25 +10:00
0f79c346c6 Fix check that validates a selection index 2019-08-15 17:08:38 -03:00
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
f4faf6d856 Cleanup: Remove redundant headers 2019-08-15 12:35:28 -03:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
261a02fc59 DRW: New function DRW_culling_min_max_test
For testing intersection with frustrum planes without having to transform all bound box vertices into global space.
2019-08-15 10:20:21 -03:00
9e54e6bdc5 Cleanup: Minor change to previous commit 2019-08-15 13:17:28 +02:00
143a44caeb GPencil: Fix unreported missing VFX in Video Editor
As the video editor mode is not Render mode the VFX was omitted.

Now, the mode is only checked for View3D.
2019-08-15 13:15:15 +02:00
ff1ea600c9 Fix T68675: particle edit mode makes blender crash
In rB9c010c44f420, DRW_mesh_batch_cache_create_requested was changed to
take a scene (instead of toolsettings directly), but
DRW_draw_depth_object is calling this with with NULL, just checking for
this seems to fix...

Reviewers: fclem

Maniphest Tasks: T68675

Differential Revision: https://developer.blender.org/D5488
2019-08-15 11:56:57 +02:00
80e9eb66d5 Mesh Batch Cache: Split UV an tangent into 2 distinct VBOs
This is done because they don't have the same update frequency. UV can be
persistent even on geometry update (ex: skinned object) but tangents
can change if the normals change.

Also the name buffer per vbo was too small to contain all names.
2019-08-14 23:59:33 +02:00
deb5416a1a GPU: Vertex Format: ADd function for safe GLSL attrib name
This remove code duplication and use base63 encoding of the hash.
Use mumur hash to have more randomness.
2019-08-14 23:59:33 +02:00
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
4b9e05b428 Cleanup: clang-format, sort structs & cmake files 2019-08-15 01:34:58 +10:00
f0f5e11b33 Eevee: Fix: Regression when using ssr and default shader 2019-08-14 16:43:52 +02:00
03b2371387 Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.

In most cases it's clearer to put the comments above.
2019-08-14 23:32:24 +10:00
67c10dbf13 Eevee: Add support for the holdout node
Support should be full when using Alpha Blend mode and partial if using
any other blend mode (opaque / alpha clip / alpha hashed).
2019-08-14 13:36:56 +02:00
13d469e6f0 Eevee: Remove Additive & Multiply Blend mode
This commit also provide a compatibility code that will convert old
materials using Additive or Multiply Blend mode to their node equivalent.

This conversion is only done on outputs that are enabled for eevee.
2019-08-14 13:36:56 +02:00
d5002f007e Eevee: Improve Transparent BSDF behavior
Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.

Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
2019-08-14 13:36:56 +02:00
b5f5f6e319 Cleanup: rename BaseOffset to ObjectOffsets 2019-08-12 12:29:38 -03:00
44d95cbf95 Cleanup: DRW manager: Move select_buffer.c utilities out of the selection engine internals 2019-08-12 12:10:44 -03:00
8aa2f3b6ce GPencil: Add "Self Overlap" parameter to materials to disable Stencil
This parameter was removed in 2.80 and we decided to back again, but now is inverted.
2019-08-09 11:37:02 +02:00
7bc300a74b Fix T67587: Fix Drawing in Wireframe Non X-Ray Mode
When using Vertex or Weight paint mode on a wireframe the overlay was
blended with the background. In this case we now use alpha blending.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5340
2019-08-08 08:00:57 +02:00
66356dae94 Fix T67638: Stretched Camera Background Images
The matrices that projects background images in the 3d view
were incorrect. The root cause was that the coordinate systems were not
respected, that was most noticeable when rotating a stretched image.

We re-validated conversions of coordinate spaces (UV -> Image -> Camera -> Window)
and made sure that the rotation is done in image space.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D5431
2019-08-08 07:53:21 +02:00
7c08cddedb Fix unassigned return argument in recent select refactor 2019-08-08 04:36:43 +10:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
9d7d34c12a Select utils refactor: remove lagacy ED_view3d_select_id_read_rect
`ED_view3d_select_id_read_rect` serves only as a bridge to `DRW_framebuffer_select_id_read`.
Keeping these codes similar only increases the complexity of some functions.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
f4e27bc2c9 Fix not reported: Face selection sometimes does not work in weight, paint and texture mode. 2019-08-06 17:27:00 -03:00
edb828d0d7 DrawManager: Fixed Assertion In Workbench 2019-08-06 16:49:02 +02:00
1aabb0bfcf Cleanup: redundant const usage 2019-08-06 17:05:07 +10:00
85c3e12049 Fix T66100: WorkBench Banding Issues
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
2019-08-06 08:34:39 +02:00
694f9cb18c DrawManager: Fix Camera Images Interfere During Selection
When drawing the selection buffer the camera images were drawn. This
resulted in unneeded extra clicking for the user. This change will
ignore camera images during the selection.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5276
2019-08-06 08:26:43 +02:00