Commit Graph

485 Commits

Author SHA1 Message Date
144a661152 Make particle edit draw mode a noop
Seems this was just a template, but that template painted everything
green. Not sure what this draw mode should do really.
2018-02-15 03:26:59 -05:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.

This is in prevision of the VAO manager patch.
2018-02-14 18:59:42 +01:00
dacc6d4b02 Object Mode: remove Scene.obedit in draw manager
Part of larger change to remove this variable entirely.
2018-02-13 18:15:47 +11:00
be2bd5d722 Fix mixed weight-paint & pose mode 2018-02-09 02:34:32 +11:00
17577c53c6 Merge branch 'master' into blender2.8 2018-02-07 11:19:01 +11:00
28dfc47cf0 Object Mode: Add to EvaluationContext & DRWContextState 2018-02-06 18:03:28 +11:00
e83cbf4610 Fix crash drawing light probe 2018-01-30 13:36:41 +11:00
b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00
d072022bbf Deduplicate GLSL frag code in particle drawing
Differential Revision: D2993
2018-01-29 15:51:23 -02:00
006c66b1ff Refactor object engine data storage
Main idea is to make specific engine types be a subclass of generic
ObjectEngineData structure.

This required following changes:

- Have extra size argument to engine data allocation function.

  Not sure whether there is less error-prone way of doing this.

- Add init() callback to engine data allocation function.

Additionally, added some extra checks to Eevee's engine data getters, so we do
not silently cast lamp data to lightprobe data.

Reviewers: dfelinto, fclem

Differential Revision: https://developer.blender.org/D3027
2018-01-29 17:53:51 +01:00
13715adc09 DRW: Object Mode: Fix bad camera display in camera view
This fix T53485 : Ortho cameras display frame when in camera view
2018-01-22 00:14:28 +01:00
6700ee9855 DRW: Make the lamp widgets lines stippled. 2018-01-21 23:16:59 +01:00
e46c49ff3d Fix T53788: Camera animation not working
Both object level and camera datablock properties animation did not work with
copy on write enabled.

The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.

Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.

Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.

Not sure if there is nicer solution here.

Reviewers: dfelinto, campbellbarton, mont29

Subscribers: dragoneex

Differential Revision: https://developer.blender.org/D3007
2018-01-19 11:12:22 +01:00
10ce5af2dd Revert "Fix use-after free in DRW_shader_create_with_lib"
Caused an error entering edit-mode.

d60f26f37a & 2659500835
2018-01-17 20:39:42 +11:00
2659500835 DRW: Codestyle refactor: Use macro to create shader libs.
This clears up the code from many DynStr usage. Easier to read.
2018-01-16 23:40:15 +01:00
b810e9ffc4 Fix: Mesh Edit Mode Shader: Correct artifacts that appeared on edges of edit mode with some AMD GPUs
In case the problem appeared with the `AMD Radeon HD 7570M`
2018-01-15 16:29:41 -02:00
5a293de925 Draw Manager: Edit Mode Shader: Remove #ifdef GPU_INTEL
The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
2018-01-12 15:09:13 -02:00
79b0bce890 Edit Mode Overlay Shaders: remove loose comment left by last commit 2018-01-11 18:28:11 -02:00
6a37f49211 Fix error weird sliding vertices appearing in edit mode with some Intel GPUs
Appear when zooming
2018-01-11 18:07:41 -02:00
6c4bc79134 Fix T51576: Blender crash when change to edit mode with some Intel GPUs
Differential Revision: D2995
2018-01-11 15:58:20 -02:00
5c3dc01f54 Draw Manager: Edit Mode: Curve: uniforms were not being setted 2018-01-10 00:40:02 -02:00
7d865bc4ab Fix T53748: uniform globalsBlock was not being added was not being added to the shaders of the curves handles 2018-01-10 00:08:51 -02:00
377915b081 DRW: Make use of DRWInstanceData.
This modify the selection code quite a bit but it's for the better.
When using selection we use the same batching / instancing process but we draw each element at a time using a an offset to the first element we want to draw and by drawing only one element.
This result much less memory allocation and better draw time.
2018-01-09 14:54:11 +01:00
375d27f230 Curve Edit Mode: Use curve handle theme colors 2018-01-09 13:30:30 +11:00
5ab2fc65c6 DRW: Fix boolean uniform lenght.
Boolean uniform needs to be 4bytes long for opengl.
Use "int" for every bool you want to pass as a uniform.
2018-01-04 10:43:54 +01:00
Dalai Felinto
b89f2276e5 Implement duplicator viewport/render visibility options
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.

An object that is a particle emitter is also considered a duplicator.

Many thanks for the reviewers for the extense feedback.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D2966
2017-12-21 13:43:24 -02:00
Dalai Felinto
1f5106de61 Group collection viewport/render options and remove collection visibility
Users can change the group collection visibility in the outliner
when looking at groups.

Regular collections on the other hand don't have any special visibility control,
if you need a collection to be invisible during render, either don't link it
into the view layer used for F12, or disable it.

This includes:
* Updated unittests - update your lib/tests/layers folder.
* Subversion bump - branches be aware of that.

Note:
Although we are using eval_ctx to determine the visibility of a group collection
when rendering, the depsgraph is still using the same depsgraph for the viewport
and the render engine, so at the moment the render visibility is ignored.

Following next is a workaround for this separately to tag the groups before and
after rendering to tackle that.
2017-12-15 08:56:48 -02:00
aa1054acf8 Draw Manager: Edit Curve Mode: Fix "Not freed memory blocks"
`e_data.overlay_vert_sh` was not being freed when quitting blender.
2017-12-14 15:16:09 -02:00
dc4c9de91a Draw manager: Cleanup, naming
Similar to previous commit in Eevee.
2017-11-29 11:01:08 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
b5eeec715e Cleanup: remove BLI_blenlib from ghash header
This causes source files to depend on ghash header
for BLI_string/rect/listbase.

Also quiet warnings.
2017-11-14 17:08:34 +11:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
240b8b9679 Cleanup: Use full name for scene_layer in draw 2017-11-09 15:45:21 +01:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
8277bee748 Draw Manager: re-enable edit-mesh text overlay 2017-10-30 17:50:47 +11:00
5f025a7e5e Object Mode: Grid: Add a non-hard depth test.
This adds a custom depth test that have the benefits to glitch less and be more visually pleasing.
Downside is that it let the grid pass trough the objects a little.

This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away).

This patch also includes some cleanups.
2017-10-12 04:03:42 +02:00
adfbf276a1 Cleanup: style, duplicate includes 2017-10-07 15:57:14 +11:00
57c323b5d3 Object Mode : Fix probe paralax display. 2017-10-03 18:30:56 +02:00
ba67d94258 Compile fixes for MSVC:
* missing include for uint typedef
* macro syntax error

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D2863
2017-10-01 15:34:12 +02:00
1054f65a29 Object Mode : Add probes data outlines and selectability
This required some small changes to the data display shaders so that they match the way the object mode renders them.
Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
2017-09-30 19:37:40 +02:00
b24ba9b174 Object Mode Engine: Small cleanup 2017-09-27 21:21:39 +02:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
00955d8d7a DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.

This adds another Multisample Framebuffer and textures (so even more memory required).

It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.

We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-25 20:14:42 +02:00
f2ea8e217b Object Mode : Add Outline FXAA
Adds a FXAA for smoothing out the extracted outlines.
The Post Process Anti Aliasing is only done on the Alpha channel of the outlines.
Because of that we need to add bleed the outline color out of the silouhette so the AA'd alpha can blend the right color and not pick black when the alpha is smoothed out of the silhouette.

Also because of the AA needs to have clear contrast to work with, I decided to ditch the "bluring" or the occluded outlines.

The FXAA adds an overhead of 0.17ms but we gain back 0.22ms * 4 = 0.88ms by removing the blur.

The FXAA Implementation is from Corey Richardson (cmr) (D2717). I had to modify it a bit to only filter the alpha channel.
2017-09-22 17:31:40 +02:00
225e52eaf8 Edit Mesh Mode : Fix GLSL compilation errors 2017-09-22 03:44:06 +02:00
56fd75c856 Edit Mesh Mode: Put AntiAliasing #define into shader include header. 2017-09-22 02:44:40 +02:00
1a4a1447b7 Edit Mesh Mode: Add a facing falloff effect
This let the user keep track of the shape by fading the center of the object.
An Opacity parameter is yet to be added.
2017-09-22 02:44:40 +02:00
406427bd4e Object Mode: Fix outline getting darker during expand steps. 2017-09-22 02:44:40 +02:00
02cd48a087 Edit Mode : Bias Face dot position 2017-09-22 02:44:40 +02:00