Commit Graph

2095 Commits

Author SHA1 Message Date
2de283615f Make draw_armature() abort in case pose is not up-to-date.
Previously it was calling `BKE_pose_rebuild()`, such thing shall never
be called from drawing code! Hopefully this now works as expected and
that horrible hack is not needed anymore.
2018-07-20 10:22:06 +02:00
c205de0203 Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.

This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).

We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
2018-07-20 10:22:06 +02:00
5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
057b4a6acf Fix/workaround T56019: memory leak with preview renders.
I would not expect the order of registration to matter, and ideally we want
to order the engines in the UI menu differently, but this helps for now.
2018-07-18 18:46:40 +02:00
9d514a4e6f Cleanup: remove debug comment. 2018-07-18 18:11:59 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
247ad2034d GWN: Port to GPU module: Move files to GPU
This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-18 00:17:57 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
7b3a18f0aa Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
2018-07-17 14:59:07 +02:00
7dcc7bd5ee Object Mode: Add back object bound display 2018-07-17 11:36:21 +02:00
d5f048f883 Eevee: Add debug visual for Cascaded Shadow Maps 2018-07-16 20:08:09 +02:00
db374d6658 DRWDebug: Add new debug functions for spheres and matrices. 2018-07-16 20:08:09 +02:00
1f69ffd35b Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
2018-07-16 20:08:09 +02:00
44a9c39229 Workbench: Fix use of uninitialized memory. 2018-07-16 20:08:09 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
57ab7daa2a GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
2018-07-15 15:34:13 +02:00
b457cae397 Cleanup: use variable names based on term gizmo 2018-07-15 14:35:33 +02:00
09431033e9 Cleanup: split GPU_batch
Split out presets and utilities for creating batches.
These functions are quite specialized and not related to typical usage.
2018-07-15 10:51:49 +02:00
5ebebcfbff WM: rename manipulator to gizmo internally 2018-07-14 23:49:00 +02:00
e387a4e768 Cleanup: style, duplicate header 2018-07-12 11:16:22 +02:00
4e9d039ef7 3D View: option not to draw center dots
While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
2018-07-11 18:55:54 +02:00
5db8f6d189 Edit Mesh: Fix missing loose edges if vertex is at local origin 2018-07-11 18:20:25 +02:00
ad03a06d3c Eevee: LightCache: Fix autobake starting when it should not 2018-07-11 16:54:20 +02:00
1d83fe82bc Cleanup: simplify RNA names 2018-07-11 13:02:22 +02:00
ff39cbdc86 3D View: any view axis also showing grid
Setting accidentally impacted in ortho view.
2018-07-11 11:59:11 +02:00
ccc9f476ca Fix empty-images not using selection color 2018-07-11 11:02:03 +02:00
c17611af95 Manipulator: changes for overlay options
There are now 3 categories in the overlay popover:

- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)

The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.

Part of design: T55863
2018-07-11 10:49:18 +02:00
8a3366a494 3D View: option to hide object overlays
This hides extra wires and details you may want to disable,
name may be changed.
2018-07-10 18:31:52 +02:00
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
97f90d48a0 Object Mode: Change Lightprobe display. 2018-07-10 15:31:34 +02:00
c90a0d5dda DRW: Add new features from lightcache branch
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
  when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
  pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
  with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
  demand).
- Add union to access DRWMatrixState members more easily.
2018-07-10 15:31:34 +02:00
873d7f7e14 DrawData: Change drawdata to a generic struct shared accross ID types
This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
2018-07-10 15:31:34 +02:00
b23404d701 3D View: overlay option to show bones
Allows drawing motion paths without the bones.
2018-07-10 14:10:12 +02:00
04570e9120 Fix T55484: Border zoom fails in Edit-Mode 2018-07-10 10:29:24 +02:00
9536f920e3 Cleanup: style 2018-07-10 09:29:30 +02:00
907dd3d34a Fix crash in lamp preview render
Missing NULL check in object type filtering.
2018-07-08 21:15:39 +02:00
73d2d75eed Cleanup: rename 'ct' to 'len' for editors 2018-07-08 13:19:10 +02:00
804205babe Cleanup: rename 'ct' to 'len' for gawain 2018-07-08 13:05:41 +02:00
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +02:00
9d43ed521c Cleanup: abbreviate unsigned types (draw manager) 2018-07-08 12:49:03 +02:00
a6340a5068 Viewport: in Lookdev shading, disable scene lights and world by default.
Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.

Previously it would use the scene world without lights by default, which
in some files is just black.
2018-07-06 20:22:03 +02:00
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
a48b52d546 3D View: support object type visibility/selection
Trying to have a single option for this is too likely to be
insufficient in some cases.

Instead, support object type visibility & selectability per view-port.
2018-07-06 17:53:40 +02:00
49af17beb8 Fix T55796: Motion Paths are not being drawn as overlay
Remove depth testing flags from motion path pass drawing,
so that they always appear to draw in "x-ray" style on top
of everything, making it easier for animators to see what
they're doing.
2018-07-07 02:53:34 +12:00
08ae597d63 Cleanup: flag checks 2018-07-05 22:56:18 +02:00
72e04f9890 Draw Manager: simplify object mask usage
Remove flag defines, use object types directly.
2018-07-05 20:43:50 +02:00
404bacc639 Refactored into a single option
Technical all options are still there for finetuning.
2018-07-05 16:57:22 +02:00
35f8198c9d Refactor: SHOW->HIDE
HIDE needs less code also in the future, RNA still uses SHOW.
2018-07-05 16:57:22 +02:00
4dfcc6c25a Overlay: enable/disable drawing of specific object types.
This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.

It currently does not support Physics objects due to the overlap it has with other objects types.

Also be aware that in pose mode the armature is drawn, but not by the object mode overlay

Reviewers: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3524
2018-07-05 16:57:22 +02:00