Commit Graph

90 Commits

Author SHA1 Message Date
Joseph Eagar 65900d88a8 Sculpt: Rewrite PBVH draw
Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport.  This required uploading every color and
UV attribute  to the viewport whether needed or not, often exceeding
the VBO limit.

This new system creates one VBO per attribute.  Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.

Notes:

* This is a full C++ rewrite.  The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
  layouts, each of which will get its own batch.

Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
2022-09-28 14:51:23 -07:00
Jeroen Bakker a8f7d41d38 Draw: Curve outline drawing in object mode.
This patch adds (selected/active) outline around a curve object in object mode.

{F13270680}

In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.

In the future the curve outline could also be enabled to improve GPU selection.

Reviewed By: dfelinto, HooglyBoogly, fclem

Maniphest Tasks: T95933

Differential Revision: https://developer.blender.org/D15308
2022-07-08 12:08:31 +02:00
Clément Foucault 049e42ef20 Cleanup: DRW: Added basic_ prefix to all *.glsl files in basic/shaders
This is needed to avoid potential naming collision with other engines.
2022-06-02 21:25:38 +02:00
Clément Foucault eba06fee49 Basic Engine: Port depth shader (object selection) to shaderCreateInfo
This should have no functional changes.
2022-05-01 19:35:37 +02:00
Campbell Barton 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
Jeroen Bakker b069218a55 DrawManager: Engine Instance Data.
In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass

This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.

This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.

When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.

The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13425
2021-12-07 10:34:38 +01:00
Campbell Barton 65bbac6692 Cleanup: clang-format 2021-11-10 00:55:38 +11:00
Jarrett Johnson 495e60c0da Basic engine shaders test
This patch adds shader compilation tests for the basic engine in `shaders_test.cc`

Addresses T92701

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D13066
2021-11-08 15:43:50 +01:00
Jarrett Johnson 7dd84f05aa Pointcloud selection support
This patch adds support for selecting pointclouds.

Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately.

{F11652666}

Addresses T92415

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13059
2021-11-01 11:41:13 +01:00
Clément Foucault fe44001215 Revert "Pointcloud selection support"
This reverts commit a50f8b3fd8.
2021-11-01 11:40:34 +01:00
Jarrett Johnson a50f8b3fd8 Pointcloud selection support
This patch adds support for selecting pointclouds.

Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately.

{F11652666}

Addresses T92415

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13059
2021-11-01 11:25:23 +01:00
Jeroen Bakker 54f5c174a8 Asset: Dropping Material assets on material slot under mouse cursor.
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.

For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.

The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.

Reviewed By: fclem, Severin

Differential Revision: https://developer.blender.org/D12190
2021-09-08 08:47:26 +02:00
Jeroen Bakker 1f41bdc6f3 Eevee Cryptomatte: Store hashes in render result meta data
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.

Differential Revision: https://developer.blender.org/D9553
2021-01-05 15:03:05 +01:00
Campbell Barton 17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
Campbell Barton 5badf16531 Cleanup: spelling 2020-09-10 09:45:25 +10:00
Jacques Lucke 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
Clément Foucault 727e569ac3 Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONT
This is to match the option name and to avoid confusion with
workbench xray mode.
2020-07-21 14:44:37 +02:00
Campbell Barton 36d6aa428f Cleanup: spelling 2020-07-01 13:12:24 +10:00
Clément Foucault 3e4c8d48aa Cleanup: DRW: Remove builtin 3D only shader usage 2020-06-03 11:02:56 +02:00
Jeroen Bakker 7d38f50367 Fix T75908: Sculpt GPU Batches + Render Artifacts
When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.

There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.

In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.

Reviewed By: Clément Foucault, Pablo Dobarro

Maniphest Tasks: T75908

Differential Revision: https://developer.blender.org/D7701
2020-05-14 11:58:33 +02:00
Jeroen Bakker 24140444f2 Fix T75556: Select Emitter Object via Hair
{rB3685347b4172} introduced a conservative depth rendering for
selection. The conservative depth rendering assumed that all geometry
are triangle based. Hair is lined base.

This patch will use a normal depth shader for rendering hair.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7661
2020-05-12 07:58:37 +02:00
Campbell Barton 5b0f1e7649 Cleanup: formatting, strip trailing space 2020-03-05 08:05:21 +11:00
Clément Foucault 804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
Clément Foucault 3685347b41 Selection: Add conservative rasterization to select really small objects
The conservative depth shader is ~4.5x slower than the normal one as it
uses geometry shader and fragment shader discard.

This patch also includes a hack to also fix the view parallel planar
geometry and the really small wire objects.

For some reason, the conservative raster fix does not work with normal
selection but does with box select.

This is a fix for T63356.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D6714
2020-02-04 15:20:15 +01:00
Clément Foucault 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
Campbell Barton 93e8c962fc Cleanup: unused structs, struct members 2019-10-03 07:39:45 +10:00
Brecht Van Lommel 3009429c90 Fix T69809, T69810: sculpt gone or crashing after render
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
2019-09-17 19:20:08 +02:00
Germano Cavalcante 52f83011c8 Fix T67259 : Auto depth not working with multires in sculpt mode
Basically the solution is to call `DRW_shgroup_call_sculpt` when `BKE_sculptsession_use_pbvh_draw(...)` is true.

Ref T67259

Reviewers: fclem, jbakker, brecht

Reviewed By: fclem, brecht

Maniphest Tasks: T67259

Differential Revision: https://developer.blender.org/D5396
2019-08-05 11:04:40 -03:00
Clément Foucault 8f4b7083d3 Fix T65049 Crash cause by NULL geom pointer 2019-05-30 18:28:05 +02:00
Clément Foucault 596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00
Clément Foucault 577d3498b4 Cleanup: DRW: Move WorldClipPlanes to builtin uniform 2019-05-27 12:58:14 +02:00
Clément Foucault 551bbc87af DRW: Remove DRW_state_clip_planes_set_from_rv3d
This should be handled by DST.view_default
2019-05-22 13:29:04 +02:00
Clément Foucault 97d22e12b5 Cleanup: DRW: Remove uneeded DRWState values
This removes:
- DRW_STATE_TRANS_FEEDBACK
- DRW_STATE_WIRE
- DRW_STATE_POINT
2019-05-17 18:17:23 +02:00
Clément Foucault be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
Clément Foucault 905f2d84af DRW: Use culling when selecting
The culing still seems to be off but at least it is enabled now.
2019-04-25 17:27:21 +02:00
Campbell Barton 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
Campbell Barton 4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
Brecht Van Lommel b9af4efe41 Cleanup: fix compiler warnings. 2019-03-16 20:21:16 +01:00
Sergey Sharybin 18a9e0776c Fix T62156: Hair particle only shows up in final render when visible in viewport
Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.

Additionally, de-duplicated some check, by moving everything needed to
a single place.

Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
2019-03-13 18:35:32 +01:00
Campbell Barton 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
Campbell Barton 0b6dbbc306 Cleanup: move clipping shader lib & define into struct
Also compare clipping with the draw context instead of
accessing the RegionView3D, currently they're matching
but this might not always be the case.
2019-02-10 11:16:31 +11:00
Campbell Barton 16d7967c2b Cleanup: use shorter name for shader config
The struct name is descriptive,
this isn't going to be confused with other variables.
2019-02-10 11:02:06 +11:00
Campbell Barton 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
Campbell Barton dbd7f36da8 GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.

It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.

- Clipping distances are now supported as a shader configuration
  for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-06 09:15:16 +11:00
Campbell Barton 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
Campbell Barton da1da3053d Cleanup: add trailing commas
Improve clang-format output.
2019-01-31 08:30:45 +11:00
Campbell Barton 19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
Campbell Barton 11428e0b7f DRW: use clipping for depth buffer
Object selection now supports clipping.
2019-01-24 17:12:06 +11:00
Campbell Barton dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
Campbell Barton 670b2944f4 Cleanup: indentation (right shift) 2019-01-04 19:08:09 +11:00