Commit Graph

546 Commits

Author SHA1 Message Date
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
716a8241d3 Cleanup: rename 'name' to 'filepath' for DNA types
Using 'name' for the full path of a file reads badly,
especially when id.name is used in related code.
2020-06-23 11:29:36 +10:00
d68e29b62c Workbench: Fix missing NULL pointer check 2020-06-09 10:59:31 +02:00
1f6d1213d2 Workbench: Use eGPUSamplerState to change texture sampling behavior
This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.

This fix T77453 Image texture not repeating in viewport
2020-06-08 10:58:45 +02:00
d4f1efad00 DRW: Remove use of builtin matrices and replace by common_view_lib 2020-06-03 11:02:56 +02:00
59bfcd8c5d Cleanup: DRW: Remove persistent uniform functions 2020-06-03 11:02:56 +02:00
bdda53fdb2 GPU: Texture: Replace internal sampler state by explicit state object
This makes it easier to track as well as allowing us to sample the same
texture with different sampling parameters (which should fix the related
T73942 in the long run).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D7831
2020-06-02 10:47:56 +02:00
a9689737b3 Cleanup: Use Consistent Capitalization of "Anti-Aliasing" 2020-05-29 13:57:40 -04:00
8ddcc7fd51 Merge branch 'blender-v2.83-release' 2020-05-22 22:20:01 +10:00
Jeroen Bakker
59aed2a255 Fix T73726: Workbench Closest Interpolation Artifacts
All textures in workbench are using linear interpolation. The fragment
shader modifies the uv coordinates to sample always in the center of a
texel. In rare conditions the GPU could sample an incorrect value due to
rounding errors making some rendering artifacts.

This patch skips the interpolation in the fragment shader to remove
these render artifacts.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7816
2020-05-22 14:11:36 +02:00
c13bf40ab1 Merge branch 'blender-v2.83-release' 2020-05-21 16:34:20 +10:00
8e0a57f9bd Merge branch 'blender-v2.83-release' 2020-05-19 16:40:53 -04:00
a5a069c272 Fix T76080 Workbench: Background Glitches caused by Screen Cavity effect 2020-05-19 21:37:43 +02:00
4ac748c099 Merge branch 'blender-v2.83-release' 2020-05-14 19:54:15 +02:00
5940485369 Fix T76168 Workbench: Shadows behind a culled backface are inverted 2020-05-14 17:41:05 +02:00
bd80c21635 Merge branch 'blender-v2.83-release' 2020-05-14 16:23:24 +02:00
16b9841fc1 Cleanup: Remove unused variable 2020-05-14 15:09:12 +02:00
236794d07a Merge branch 'blender-v2.83-release' 2020-05-14 14:30:34 +02:00
Jeroen Bakker
eb23b39b7f Fix T76558: Decreasing Viewport Anti-Aliasing Samples Makes Scene Whiter
When setting the Viewport Anti-Aliasing samples in the user preferences
to a lower sample count the anti-aliasing was not reset. This lead to
incorrect result as the accum buffer would still hold the values of the
larger sample count.

This fix resets the TAA when the sample count is changed.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7728
2020-05-14 12:44:42 +02:00
Jeroen Bakker
7d38f50367 Fix T75908: Sculpt GPU Batches + Render Artifacts
When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.

There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.

In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.

Reviewed By: Clément Foucault, Pablo Dobarro

Maniphest Tasks: T75908

Differential Revision: https://developer.blender.org/D7701
2020-05-14 11:58:33 +02:00
0c1b1e734e Merge branch 'blender-v2.83-release' 2020-05-12 12:21:16 +02:00
390d27548c Cleanup: Remove print statement 2020-05-12 12:05:48 +02:00
470cdeeae0 Fix Assert: Wireframe XRay during Sculpting
In the situation that the viewport was set to solid/texture mode and
switch to wireframe and sculpt mode, an assert was triggered in
`workbench_cache_sculpt_populate`.
2020-05-08 15:47:04 +02:00
f10fb04162 Merge branch 'blender-v2.83-release' 2020-05-08 18:57:20 +10:00
2bb9a465e6 Fix T76498: Refactoring - Rename BKE modifiers funtions 2020-05-08 10:34:35 +02:00
7a4e045d8f Fix T76525: crash drawing metaballs with multiple material slots 2020-05-08 00:51:32 +02:00
33017e9529 Cleanup: unused variable 2020-04-28 13:05:18 +10:00
133bf05b18 Fix T75736 Viewport update problem when switching between view layers
The problem comes from the fact by no data being modified when switching
viewlayers.

To follow what the external render engines do, we completely reset the
viewport by freeing the GPUViewport to avoid any cached data from being
kept.
2020-04-27 21:14:10 +02:00
a1b1f2acd4 Workbench: Fix weight paint overlay and wireframe for infront object
This fix case where you have wireframe on top of infront objects but
workbench AA conflicts and they appear to not be occluded.

Also T74923 is still fixed but we extend the fix to not mess the case when
using a mode that does not support infront.
2020-04-27 20:05:42 +02:00
a68bd94d11 Workbench: Use GPU_texture_copy instead of GPU_framebuffer_blit for TAA
This fixes T75477 which seems to be a driver but caused by framebuffer
blitting.
2020-04-22 21:41:10 +02:00
Robert Guetzkow
0dfe30502a Fix T75938: Workbench normal direction for matcaps
Set useMatcap to ensure correct normal direction when using matcaps
in the workbench engine.
2020-04-22 19:13:38 +02:00
bc83fc9c04 Fix T75981: crash in sculpt mode with mesh that used to have multiple materials
The material indices in a mesh can exceed the number of available materials
slots in the object or mesh, sculpt drawing was not taking that into account.
2020-04-22 13:59:14 +02:00
2816b22b38 Fix T75902 Workbench: render crash 2020-04-19 21:07:47 +02:00
a250be980a Fix T74805 Workbench: Back faces flicker with Auto Depth is enabled 2020-04-17 14:57:36 +02:00
95a018aa32 Workbench: Fix unreported bug: garbage viewport when changing AA settings
Was caused by uninitialized buffer.
2020-04-17 14:57:35 +02:00
ef19cd395f Fix T75455: High World Space Cavity Samples Crash
When setting the number of cavity samples to a high number blender could
write out of bounds.

This patch will harmonize the number of iterations in the same way how
it is done during execution.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7425
2020-04-16 08:32:34 +02:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
b0c1184875 Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macro
These headers are not needed right away, but will be in the upcoming
commit.
2020-04-03 19:27:42 +02:00
039d619c76 Fix T74898: Multiresolution Ghost After Orbiting
EEVEE and Workbench both had the same issue that they continue with the
last sample when leaving navigating. This is ok for regular meshes as
they are all the same. For multiresolution it ain't as a low res version
of the mesh is used during navigation.

This patch also resets the AA samples when the user leaves navigation.
2020-03-31 10:29:34 +02:00
ff62481f65 Fix T69060: File Output Node does not work with Time Remapping
Problem is that the RenderEngines will change the RenderData cfra when
rendering (when time remapping is used -- at least workbench/eevee/
gpencil do a combination of BKE_scene_frame_get() plus
RE_GetCameraWindow() which alters the RenderData cfra).

Later on in the pipeline, the Compositor will use this RenderData cfra
to determine the output file name for the FileOutput node. (In contrast
to this, the 'regular' Output will use the Scene's RenderData -- not the
Render's -- cfra [which hasnt been altered])

It is not entirely clear why RE_GetCameraWindow was setting the cfra on
the Render, but it appears to be legacy OGL rendering related and is not
needed anymore.
Removing this will keep the cfra as needed for the Compositor FileOutput
node.
2020-03-27 10:10:54 +01:00
a0437c3f73 Fix T75087 Workbench: DoF: Divide By Zero when antialiasing is disabled 2020-03-26 16:03:48 +01:00
b2f04fce2d Fix T75062: Frame Flashes During 3D Viewport Animation Playback
This issue became visible after fixing other TAA issues recently.
The sample count of the first frame wasn't reset resulting that the
incorrect resolve took place. This issue was already there beforehand,
it is just much clearer during the recent changes.

Now the `taa_sample will be reset when performing an animation playback
in the 3d viewport.
2020-03-26 08:22:52 +01:00
59aaba739d Cleanup: typo in print 2020-03-25 16:52:04 +01:00
28c3d952db Fix T74782: WorkBench TAA Artifacts During Painting/Drawing
When the TAA is finished the screen can still be redrawn by other
operations without the TAA resets.
If that happened the TAA did add a blank sample to the result as the
scene wasn't drawn, but the was processed.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7226
2020-03-24 16:04:09 +01:00
b759857825 Revert "Fix T74782: WorkBench TAA Artifacts During Painting/Drawing"
This reverts commit 58ac113b76.
2020-03-24 14:02:16 +01:00
02f7a6b2bd Fix T74744: Studio Lights editor not updating in realtime when tweaking
the settings

Caused by rBc476c36e4008.

This hooks into the existing FIXME (workaround for a missing update
tagging), reactivates the NS_VIEW3D_GPU notifier (introduced in
rB2ad3d8f158d2 -- but not going anywhere atm.) to check changes to rv3d
rflag which indicated UserStudioLight has changed. To not have updates
all the time, the rflag also needs to be cleared again (see original
rB2ad3d8f158d2).

Maniphest Tasks: T74744

Differential Revision: https://developer.blender.org/D7194
2020-03-24 09:58:25 +01:00
ed44bb902d Fix T74872: Clipping Region not updating
Caused by rBc476c36e4008.

This hooks into the existing FIXME (workaround for a missing update
tagging), needs to also check the clip_state (to detect
changes in DRW_STATE_CLIP_PLANES).

Maniphest Tasks: T74872

Differential Revision: https://developer.blender.org/D7193
2020-03-24 09:54:28 +01:00
a6dd22d431 Fix T74957: Matcap flip not updating
Caused by rBc476c36e4008.

This hooks into the existing FIXME (workaround for a missing update
tagging from operators), needs to also check the shading.flag (to detect
changes in V3D_SHADING_MATCAP_FLIP_X).

Differential Revision: https://developer.blender.org/D7192
2020-03-24 09:50:09 +01:00
58ac113b76 Fix T74782: WorkBench TAA Artifacts During Painting/Drawing
When the TAA is finished the screen can still be redrawn by other
operations without the TAA needs to be reset.
If that happened the TAA did add a blank sample to the result.

This patch will add an early exit in the case TAA was finished. Note
that there are still some cases still not working. The overlay engine
can in certain circumstances draw directly into the default_fb what can
lead to render artifacts.
2020-03-23 17:10:01 +01:00
0b116a84c9 Fix T74923: Weight Painting Overlay Invisible for In Front Objects
For In Front Objects we need to use the in front depth buffer.

This patch will use the in front depth buffer and also makes sure that
it is filled with the center pixel depth.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D7216
2020-03-23 14:03:39 +01:00