Commit Graph

398 Commits

Author SHA1 Message Date
ad0e95688d Cleanup: DRW: Remove pointers to materials 2019-05-14 10:57:03 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00
6006f86e07 Workbench: Use common_view_lib.glsl
This removes ModelViewProjectionMatrix usage
2019-05-10 12:25:12 +02:00
0d8ab0eac6 DRW: Remove ModelViewMatrix Usage 2019-05-10 12:14:41 +02:00
fdddea676d Cleanup: DRW: Renaming of glsl utility macros 2019-05-10 12:14:41 +02:00
0764cfe3de Workbench: Viewport AA Preferences
In recent changes the viewport_quality setting was not working what
users expected. This change will separate the anti-aliasing method that
is being used.

We now have three settings:

* scene.display.render_aa: Will be used during `Render Image`.
* scene.display.viewport_aa: Will be used during `Viewport Render Image`.
* userpref.viewport_aa: Will be used in the 3d view.

The viewport_quality setting has been replaced by the viewport_aa
setting as it was the only thing in currently controlled.

Reviewed By: brecht

Maniphest Tasks: T64132

Differential Revision: https://developer.blender.org/D4828
2019-05-09 14:45:45 +02:00
733811330c Workbench: Use common_view_lib and remove NormalMatrix usage
This is in order to lower the number of matrices to compute.
2019-05-08 22:08:20 +02:00
ff90589966 Cleanup: Eevee/Workbench: Remove non-needed matrix inversion
Theses are garanteed by the depsgraph now.
2019-05-06 22:33:05 +02:00
fb3b2ab709 Cleanup: Remove unused code in sculpt_mode, workbench and draw manager 2019-05-04 14:11:04 +02:00
b2f1a65874 Sculpt: Refactor draw manager sculpt drawing mechanism
Workbench/Eevee now displays multiple multi-materials correctly.

Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.

This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
2019-05-04 14:11:04 +02:00
95e052f830 Fix T63997 Weird z-fight during weight paint
PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
2019-05-02 16:51:45 +02:00
b52a0c78af Workbench,EEVEE: Viewport Render Samples
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
   samples means no AA, 1 sample uses FXAA and more samples will use
   TAA.
   The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
   method.
 - Use TAA when rendering images. (this used to be CPU based FSAA)
 - Removed `R_OSA` related settings.

Reviewers: fclem, brecht

Maniphest Tasks: T60847

Differential Revision: https://developer.blender.org/D4773
2019-05-02 16:19:12 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
fd1dd1134b Cleanup: unused vars 2019-04-27 10:00:43 +10:00
d4827cfa81 Fix T58966 Sculpted changes dissapear visually when selecting a second object
Display sculpt mesh if there is a sculpt session.
2019-04-26 16:17:35 +02:00
ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +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
24edd49818 Fix T63312: Crash XRay + clipping
Outline shaders were only selected when no checker depth was available.

Reviewed By: fclem

Maniphest Tasks: T63312

Differential Revision: https://developer.blender.org/D4661
2019-04-16 17:02:07 +02:00
61d71fdde5 Fix T63587: 3D View clipping region crashes 2019-04-14 11:04:34 +02:00
adaa7688ee Fix T63467: Edge/vertex selection isnt working properly with X-ray set to 1
Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.

view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
2019-04-11 18:28:20 +02:00
55c152164f Cleanup: order simple check before function call 2019-04-10 09:05:39 +02:00
cc74020b5a Fix T62114: Wireframe mode selection: selects backside objects when clicking frontside object in 3d-window
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.

I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.

Reviewed By: Clément

Differential Revision: http://developer.blender.org/D4504
2019-04-09 12:29:02 +02:00
a6efbe95cf Fix T63292: Crash Workbench Texture Drawing 2019-04-05 11:28:04 +02:00
59d0582a75 Workbench: Support Transparency + Textures
When texture drawing was enabled the fallback materials were not transparent.
The reason was that the solid material was requested. This patch will requesting
in this case the material from the forward renderer.

Fix: T63077

Reviewed By: fclem

Maniphest Tasks: T63077

Differential Revision: https://developer.blender.org/D4641
2019-04-04 19:02:11 +02:00
01d0903f1e EEVEE+Workbench: Show partsys in final rendering
In final rendering mode the display type was tested for
visibility flag. This should only occus when doing viewport
rendering

Reviewed By: fclem

Maniphest Tasks: T63056

Differential Revision: https://developer.blender.org/D4643
2019-04-04 16:44:10 +02:00
aa0c864d48 Fix T62874: Crash Texture shading+Transparency
When texure shading is enabled, the transparency accum shaders were not set/updated.
This resulted into a crash when transparent objects were rendered when shading mode
was set to texture.

This patch will add the V3D_SHADING_TEXTURE_COLOR to the modes for OIT so the
shaders are set.

Reviewed By: fclem

Maniphest Tasks: T62874

Differential Revision: https://developer.blender.org/D4592
2019-03-28 14:59:00 +01:00
73b55a5508 Cleanup: style, use braces for draw 2019-03-28 01:14:03 +11:00
abd18f6ec0 Cleanup: style 2019-03-25 11:42:28 +11:00
16694ed408 Cleanup: redundant use of string formatting functions 2019-03-24 16:09:46 +11:00
79f67acccb Cleanup: redundant NULL initialization 2019-03-24 11:06:18 +11:00
106551b9ad Cleanup: use shader config for worldspace clipping lib 2019-03-24 11:01:28 +11:00
e77dc3e7ff Fix T62869 Transparent background not working in Xray Mode / Wireframe
This was due to the forward part of the engine not supporting rendered
alpha channel.
2019-03-23 22:13:57 +01:00
13832988ad Fix T62873 GPUShader: compile error (when clipping in viewport)
Props to @matc for the fix
2019-03-23 19:31:20 +01:00
7454fa927b Fix workbench object outline ignoring clipping
Workbench forward engine wasn't recompiling shaders when clipping
changed, use GPUShaderConfigData when creating shaders.
2019-03-23 14:30:38 +11:00
0093ad643a Cleanp: remove redundant clipping uniform
workbench_material_shgroup_uniform handles this.
2019-03-23 14:26:33 +11:00
00f7dcd5be DRW: show clipping border for solid mode
Solid + xray is still not supported.
2019-03-22 15:43:23 +11:00
b832f6f915 Fix T62810: AA reversed in workbench
Due to recent changes the AA was not rendered in the viewport when not
interacting. When interacting it was. This was due to incorrect
detemination to perform TAA.
2019-03-21 14:35:28 +01:00
4fa904e91c Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
2019-03-20 18:25:27 +11:00
e226460dd3 Workbench: World Clipping For Specular Transparent
When Specular Transparent materials are used the world clipping
did not work on the transparent materials. The reason was that the
accum shaders did not vary on the existance of the clipping planes

This patch will variate the accum shaders when clipping planes are
active.

Reviewed By: fclem

Maniphest Tasks: T61023
2019-03-19 15:43:49 +01:00
84fe4cdcb3 Workbench: Support Odd Number Of AA Samples
Workbench render engine did not work when an odd number of AA samples
were used. A user could enter these values by disabling AA or set the
number of AA samples in the Render/Film panel to an odd number.

This commit will not perform TAA passes when AA is disabled.
For supporting the setting of 5 or 11 samples the bitmask was replaced
by an if statement as this was making the odd number not render
correctly.

As extra introduce the jitter samples of 5 and 11 so the images will
be more clean. a jitter sample of 11 used to read outside the allocated
space of the jitter samples.

Fix T60820

Reviewed By: fclem

Maniphest Tasks: T60820

Differential Revision: https://developer.blender.org/D4546
2019-03-19 14:57:55 +01:00
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00
d438120fe3 Fix T61526 hair doesn't render in workbench but does with openGL 2019-03-16 02:48:19 +01:00
99fe774298 Fix T59943 Color banding present in Workbench render but not in viewport
I don't really like forcing RGBA16F for Albedo render but that's ok since
the texture is shared with the effect_fb.
2019-03-15 19:28:10 +01:00
c6ca842e23 Fix T61937: image sequences not updating in workbench display mode.
Need to pass the image user along to get the frame number.
2019-03-14 12:37:51 +01:00
d0fb0d0a9d Fix T60170: Eevee: smoke color does not apply permanently
This was because color is not present in the density texture if there is
only one constant color. Adding it as a uniform.
2019-03-13 23:15:11 +01:00
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
9d3eec785b Fix T62220: Solid shading mode - Shadow glitch
The degenerate triangle threshold was too big. Making it an equal test can
introduce problems in other cases but I could not make it fail.
2019-03-06 16:15:26 +01:00
ac8c4aad30 Revert "Objects: Remove Textured from object display type"
This reverts commit 6a4a984ff7.
2019-02-28 16:51:24 +01:00
6a4a984ff7 Objects: Remove Textured from object display type
As discussed with @billreynish this makes little sense now that we don't
have a dedicated textured mode. We don't have a superior texture or shaded
mode anymore and we also cannot mix different engines together (workbench
with eevee/lookdev).

The only feature it removes is the possibility to hide textures for certain
object in solid mode.
2019-02-28 16:15:50 +01:00