This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
This is intended to help developers to know how and when to use each shader.
There are plenty of undocumented shaders, but it's a matter of filling them in.
The script I used to quickly find the related shaders for a const is: P700
Original patch: D2318
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.
Implementation is simple and only covers the most usefull case.
How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.
Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
This shader is used instead of blitting back and forth to a single sample
buffer.
This means it resolves the color and depth samples and outputs a fragment
which can be depth tested and blended on top of an existing framebuffer.
We do static shader variation with manual loop unrolling for performance
reason. In my test I get 25% more perf with intel integrated gpu and 75%
performance gain with dedicated nvidia card compared to a single shader
with a uniform for sample count.
Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.
Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch.
This mean less overdraw and less drawcalls.
I had to hack the opacity falloff curve manually to get approximatly the
same result as previous technique. I'm sure with a bit more brain power
somebody could find the perfect function.
Special shader to draw nodelinks for the node editor.
We only pass bezier points to the GPU and vertex position is handled inside
the vertex shader.
The arrow is also part of the batch to avoid separate drawcalls for it.
We still draw 2 pass one for shadow and one for the link color on top.
One variation to draw instances of theses links so that we only do one
drawcall.
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.
Using glUniform is way faster than using imm for that matter.
Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
I've made a separate version of the geom shader that works with full
3D modelviewmat.
This commit also includes some fixup inside blf_batching_start().
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.
Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
Envelope bones are now pretty much identical to old drawing code.
Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.
Some notes:
I did not try to implement the 'capsule' approach suggested by @fclem, because:
1. I spent enough time on this already, and finally got something working.
2. I managed to get rid of geometry shader completely.
3. Current approach allows us to use same shader for
distance outline and envelope wire.
It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
See gpu_shader.c for the main changes.
EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.
Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
Added new shader for clipping, also cleaned up rotation manipulator
drawing code a bit.
This code should be replaced by new transform manipulators soon, just
keeping this working in the meanwhile.