NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
This make the workbench draw everything in the background routine just like
eevee. This is because the workbench uses floating point buffers too and
rendering background to this buffer makes it incorrect without proper
color management.
This could be improved because in xray the background is not blended but
dithered as it's drawn after the main pass.
This supports meshes and hairs too. Matches cycles output.
This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
This is a rough (but fast) approximation that still match cycles reference
in common case.
In practice, it's just adding more of the diffuse light computed for the
diffuse contribution.
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
texelFetch return vec4(0.0) if the target pixel is outside the texture
rect. So we mimic the default repeate mode that we have for linear
interpolation.
Fix T56156 Mapping-Node doesn't work
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.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
Do note that it does not match cycles implementation.
Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.
If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.