Commit Graph

3210 Commits

Author SHA1 Message Date
20880d8744 Workbench: Fix Texture drawing
textures were not always drawn as the material did not always include
the image in the hash. Not sure if this will solve all cases, but it
definitely works better with this change.
2018-06-28 09:20:46 +02:00
31f0c9182e Cleanup: style 2018-06-27 22:29:59 +02:00
310796214f Workbench: Use different samples in AO per TAA iteration
Per iteration a different AO samples are used, so the final result is
less distorted. Will improve the quality of the image a lot when the
cavity option is turned on.
2018-06-27 14:36:01 +02:00
20b8e1d8f1 Workbench: Added a quality slider for the viewport
Currently only attached to the Anti Aliasing of the solid mode of the
viewport. But eventually we could add other options here. Quality
setting can be found in the System tab of the userpref.

The slider goes from No Antialiasing (0.0 - 0.1) to FXAA (0.1 - 0.25) to
TAA8 (0.25 - 0.6) to TAA16 (0.6 - 0.8) to TAA32 (0.8 - 1.0)
2018-06-27 12:59:01 +02:00
6b0670951f Workbench: TAA quick fix for AMD cards
Seems to be that mix(a, b, 1.0) will not give you b. on nvidia this is
not a problem as a was initialized with 0.0, but on AMD it can be any
floating point number, resulting that mix(inf, b, 1.0) was still more to
inf than to b.
2018-06-26 18:14:19 +02:00
cf8a059769 Workbench: Tempural Anti Aliasing
- FXAA is now also done in the workbench_forward engine.
- User can enable TAA8 in the userpref by setting their max
viewport AA to TAA8. FXAA will still be used when navigating
2018-06-26 16:35:47 +02:00
25a223c3bd Draw: Use more proper particles index lookup 2018-06-25 18:22:27 +02:00
817bf582c2 Cleanup: rename object base flags to be more clear. 2018-06-25 14:09:17 +02:00
e97237892c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/sculpt_paint/paint_image.c
	source/blender/editors/space_view3d/view3d_draw.c
	source/blender/editors/space_view3d/view3d_view.c
	source/blender/gpu/GPU_draw.h
	source/blender/gpu/GPU_material.h
	source/blender/gpu/intern/gpu_draw.c
	source/blender/gpu/intern/gpu_material.c
	source/blender/makesrna/intern/rna_userdef.c
	source/blender/windowmanager/intern/wm_files_link.c
	source/blender/windowmanager/intern/wm_init_exit.c
	source/creator/creator_args.c
	source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
	source/gameengine/Ketsji/KX_PythonInit.cpp
	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
2018-06-25 12:50:32 +02:00
29c1069244 Cleanup: code style 2018-06-25 12:06:51 +02:00
a9bc880cf8 Object Mode: Add Shape visual for spot and point lamps
Since Eevee and Cycles both use lamp size for point lamps, displaying
the shape is now more relevant than before.
2018-06-24 15:03:10 +02:00
a3cb9c8238 Wireframe Overlay: Add back the per edge hiding
This method is a bit more optimized than the very first one
because it does not rely on the adjacent faces properties.

That said it's still a bit slower than the per vertex method.
2018-06-24 00:01:02 +02:00
12bd80fefd Eevee: Fix wrong depth test in main shading pass. 2018-06-23 21:26:21 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00
c517778a8b Cleanup: style 2018-06-22 08:18:02 +02:00
526392ab16 Workbench: Remove warning
When in forward rendering and Object outline was disabled every render
call created one console warning (uniform objectId not found)

this commit removes this warning
2018-06-21 15:17:05 +02:00
d5552a6d4b T55570: Moved Texture drawtype as to shading popover
the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
2018-06-21 14:58:00 +02:00
032c741214 Studiolight: Calculation of irradiance buffer
The calculation of the irradiance buffer was slow. Now it is only
calculated when it is being used (background_alpha > 0.0)
this solves the freeze when switching to LookDev mode.

Also changed the default calculation to use the Spherical Harmonics
calculation. This is able to generate the irradiance buffer fast, but is
less accurate. As the irradiance buffer is only used for visual
guidance speed is more important than accuracy.

Added compile directive to switch between the implementations.
(see STUDIOLIGHT_IRRADIANCE_METHOD)

Disabled caching the irradiance buffer when
STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not
needed.
2018-06-21 09:02:12 +02:00
c73a6b0d42 Merge branch 'blender2.8' into soc-2018-bevel 2018-06-20 22:29:44 +05:30
a3428131b6 Studiolight: Spherical harmonics
Compile time option to reduce the level of the SH
2018-06-20 16:08:11 +02:00
c17ba4a903 T55550: Workbench Shadows are incorrect in first draw cycle
Shadows uses the old location for light_direction. Maybe a merge
conflict.
2018-06-20 12:29:09 +02:00
d44c40d91c Cleanup: some more valid G.main usages moved to G_MAIN. 2018-06-19 19:30:47 +02:00
750a78be9c 3D View: improve selection locking
Locked selection would still occlude with objects which could not be
selected.
2018-06-19 16:43:01 +02:00
d8f9ec1547 Particles: Support changing modifiers during particle edit mode
The idea is to only use pointers to particles in original object when
creating an edit structure. The derived mesh we get from evaluated
object.

The rest of the commit is just keeping pointers in sync.
2018-06-19 15:28:33 +02:00
ce0a87a208 Revert: EditMode Inactive edge drawing
Did it manually as there was some refactoring done that has value
2018-06-19 14:32:52 +02:00
e92d61797b 3D View: don't show manipulators when overlay is disabled 2018-06-18 18:33:02 +02:00
d7122825ec Cleanup: redundant greater than 2018-06-18 17:39:50 +02:00
7747d4cecf Workbench: increased Quality of the diffuse lighting model
- implemented Spherical Harmonics L2 for diffuse shading.

TODO: caching the precalculated harmonics so it won't take soo long to
open the popover
2018-06-18 15:32:53 +02:00
35c02c08b8 3D View: support outline overlay option 2018-06-18 09:23:25 +02:00
04e2a5cef4 Refactor: Put ViewportAA as UserPref
By default users want AA in the viewport. For slower systems you want to
be able to turn it off. As in the future we would also like to support
TAA in the viewport we introduced it as a Max Viewport AA settings.

Also removed the drawoption to enable/disable AA per viewport
When rendering the AA is always turned on.
2018-06-18 08:54:08 +02:00
195879a50d Edit Mesh: Fix buggy occlusion when in xray mode.
This mimics the behaviour of the old wireframe mode. When in Xray mode,
don't use the limit selection to visible option.

Also hide the option if Xray is enabled.
2018-06-17 20:11:37 +02:00
547e962bf6 3D View: 3D Cursor was not restoring GL state
Caused camera frame to be double width.
2018-06-17 14:43:31 +02:00
529669fde7 Edit Mesh: tweak active face edge width
This rewinds a change from own commit e3d88b021c
The only took edge overlay into account (crease, seam.. etc)
Currently active-face also uses this width.

While the difference is subtle,
this makes the active-face stand out more clearly.
2018-06-17 12:31:01 +02:00
ab20901c9e Cleanup: codestyle 2018-06-17 12:03:22 +02:00
4a2c58e077 Outlines: Don't draw Xray mode outlines in material or render mode 2018-06-16 23:28:39 +02:00
ce80e00a7c Edit Mesh: Simplify the overlay shader.
Remove all the clip cases and just pass the vertices screen position to the
fragment shader.

This does put a bit more pressure on the fragment shader but it seems to be
faster than before. And it simplify the code a lot.

It seems to fix some long standing issue on some intel GPU.
2018-06-16 15:49:16 +02:00
d45d094378 Edit Mode: Fix bad display of edges when limit selection mode is Off. 2018-06-16 15:49:16 +02:00
01f576e87b Merge branch 'master' into blender2.8
The Eevee AO node supports the new Normal socket, but ignores Distance,
Samples, Inside and Only Local settings.
2018-06-15 23:16:49 +02:00
0ff87e3a60 Cleanup: code style 2018-06-15 20:55:37 +02:00
e3d88b021c Edit Mesh: tweak vertex size & edge width
- Vertex size now matches the theme setting.
- Edge width is closer to a single pixel line.
- Face dot was scaled up to be drawn as a circle,
  but is currently a square.
2018-06-15 20:11:35 +02:00
9c629b06bf Workbench OpenGL render: always render alpha on 1.0
Old implementation rendered alpha to 0.0 for background, but only during
deferred rendering. We should attach this to an DNA setting and also let
the forward shading respect this. But for now this is a better default
2018-06-15 17:42:11 +02:00
ca2be6912d Hair editing: Use original object's particles for drawing
This allows to rely on brush to update children positions,
and avoid tag of object. Makes it way faster to comb with
children enabled.
2018-06-15 17:23:49 +02:00
d148514821 Workbench: Disable AA when doing opengl render.
- OpenGL uses linear space and has its own AA. So we don't calculate
when doing opengl rendering.
2018-06-15 16:50:34 +02:00
8166d0affd Cleanup: warning 2018-06-15 15:42:31 +02:00
e552247489 MeshEditMode: refactor
- added a lib for shaded functions
- decreased active face inner size
2018-06-15 15:37:13 +02:00
5073ee0bb2 Workbench: FXAA
- do the FXAA pass after the color management. Be aware that during
rendering this is still being done in linear space
2018-06-15 14:05:49 +02:00
0276abbcf7 Workbench: FXAA
FXAA implementation in the deferred renderpass of the workbench.
Can be enabled per 3dview. Eventually this will also be a user setting
as it is more a system/performance setting than a scene setting.
2018-06-15 13:02:16 +02:00
15c340293f T55486: use GPU_R11F_G11F_B10F for target of Xray compo 2018-06-15 13:02:15 +02:00
51f1ed8221 Cleanup: style 2018-06-14 22:44:53 +02:00
7afa59e37a Edit Mesh: Fix blending function of edges
This fix the ugly (usually) dark outline that was around selected edges.
2018-06-14 21:45:16 +02:00