Commit Graph

34 Commits

Author SHA1 Message Date
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
9db4e44961 DRW: overlay engine support for drawing isolated points
This matches similar functionality for drawing lines.
2020-07-20 09:19:50 +10:00
058514aa0a PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing

We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.

This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.

Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8301
2020-07-15 20:10:45 +02:00
6c7d0aebcb Fix T75483: 3D Text selection obscures text
This avoids logic op and having to draw on the render frame-buffer.
2020-07-01 16:55:20 +10:00
e54058b121 Fix T77803: IK Degrees of freedom drawing glitch
IK degrees of freedom is rendered using wires and a solid sphere. The
solid used the wireframe drawing what resulted into drawing glitches.
This patch adds a new shader to draw the solid shape.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8044
2020-06-16 14:36:18 +02:00
c93a88413d Merge branch 'blender-v2.83-release' 2020-05-29 18:05:04 +02:00
1d2b89304a Fix T77130: Visually broken/stepped wireframe in object mode (regression)
Create a new shader for the selection fix.

Differential Revision: https://developer.blender.org/D7873
2020-05-29 11:59:40 +02:00
49f59092e7 Curves: Implement Handles for selected points only
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..

Reviewed By: fclem, #user_interface, billreynish, Severin

Differential Revision: https://developer.blender.org/D7754
2020-05-26 10:37:47 +02:00
Jeroen Bakker
0236863c6d Fix T73115: In Front Drawing Bone Envelope Distance
The in front drawing was not supported for transparent part of the   armature. This patch adds a second transparent pass for drawing in
front.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7763
2020-05-22 15:09:48 +02:00
af3a55bb1b Overlay: Wireframe: Add visualization for Hairs in wireframe mode
This only works for particle systems for now.

Fix T61928 Wireframe mode hair not visible
2020-05-20 22:54:04 +02:00
365e9cb6aa Overlay: Replace depth blitting by GPU_texture_copy
This is an attempt to fix the related T74243.
2020-05-11 17:53:45 +02:00
84e40ee846 Fix T75910 Overlay: Face Orientation not working for "In Front" objects 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
88362565f6 Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front Armatures
Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.
2020-04-02 15:12:32 +02:00
fa8a3c8f26 Revert "Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front Armatures"
This reverts commit 782e6ea4ed.

Said fix introduced a crash the moment one goes to edit mode.
2020-04-02 15:07:56 +02:00
782e6ea4ed Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front Armatures
Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7289
2020-04-02 11:49:39 +02:00
e000dcb849 Overlay: Wireframe: New method to avoid zfighting with geometry
This new method is only enabled if Overlay Smooth Wire is enabled.

This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
  depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
  some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
  to the view and intersecting with other geometry.

Pros:
- Compared to a fullpass approach this is surely going to have less
  performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.

{F8428014}

{F8428015}

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D7233
2020-03-26 15:55:16 +01:00
Jeroen Bakker
1ca1744c29 Fix T70807: Weight Paint Overlay XRay
Weight paint overlay was not working when XRay was turned on.

The Weight Paint overlay is rendered directly into the default
framebuffer with a depth equal test. This test fails as the depth won't match.
This patch will update the depth buffer in these cases.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D7176
2020-03-26 13:35:06 +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
fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
ed21506f26 Overlay: Remove Xray dithering noise
We now use a better smoother technique that uses correct alpha blending.
This is possible now that we render overlays in a separate buffer.
2020-02-24 13:48:38 +01:00
a74f0dc0e3 Cleanup: declatatuons for functions that don't exist 2020-02-20 11:22:14 +11:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
86fb8062d7 Fix T72155 Overlay: Bone X-ray no longer works in pose or weight paint mode 2020-02-04 19:01:38 +01:00
59e1c2f629 Overlay: Armature: Fix wireframe display type not working as 2.81 2020-02-03 16:15:05 +01:00
5a97a74c69 Cleanup: whitespace 2019-12-16 13:49:11 +11:00
b9f896f6f1 Overlay Engine: Armature: Use Wire AA on custom bone loose edges 2019-12-05 16:36:06 +01:00
1b33e1f9ae Overlay Engine: Cleanup & enable line AA on in front passes
- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
2019-12-05 00:43:37 +01:00
4949a62d4d Overlay Engine: Add back selectability of planar lightprobe data plane 2019-12-04 22:32:17 +01:00
4705aa4fe5 Overlay Engine: LightProbe: Simplify drawing of irradiance grid data
This separates it from the outline pass and fix a visibility bug
when extras were off.
2019-12-04 22:32:17 +01:00
a77fe7eb5c Overlay Engine: Outline: Simplify drawing code
Use obinfo ubo to compute outline color id.

Note this commit removes the planar probe outline on purpose.
2019-12-04 22:32:17 +01:00
6d3eb85f66 Overlay Engine: Simplify outline rendering by using the antialiasing pass
This use the overlay AA pass to antialias the selection outlines.

This also do all search and expand in one pass and reduce the computation
time and memory used (2 x 32bit/pixel buffer less).

Note that the aliasing is a bit worse than the old FXAA that we used to have.
2019-12-04 22:32:17 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00