Commit Graph

563 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
38e9a349de Workbench: Fix broken id pass 2020-08-05 19:37:41 +02:00
cf3431e0e8 Fix T79509 Workbench: Object color mode broken if more than 4096 objects
This was due to the new DRWShadingGroup not being saved and reused for
the next objects.
2020-08-05 19:37:41 +02:00
727e569ac3 Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONT
This is to match the option name and to avoid confusion with
workbench xray mode.
2020-07-21 14:44:37 +02:00
Miguel Pozo
52543be9a6 Python API: option to use OpenGL context in RenderEngine.render
When bl_use_gpu_context is set, an OpenGL context will be available for
OpenGL based render engines.

Differential Revision: https://developer.blender.org/D8305
2020-07-20 19:31:42 +02:00
71d0f6f896 Cleanup: spelling 2020-07-19 17:37:02 +10:00
8084b7e6e2 Cleanup: GPU: Replace all glReadPixels by GPU equivalent 2020-07-16 18:01:44 +02:00
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
47885abbe6 Workbench: Replace viewvecs caculation by DRWView 2020-07-15 19:51:55 +02:00
24c846b2b4 GPU: Shader: Move IN_OUT define to shader GPU_shader_create_ex
This adds the opportunity to use it in multiple places.
2020-07-15 19:51:55 +02:00
03a00bda2b Sculpt: Make Sculpt Vertex Colors features experimental
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8239
2020-07-09 18:24:50 +02:00
705015e0a4 Fix T78481: Workbench Shadow effects XRay
When in XRay some effects (shadow, cavity & depth of field) aren't supported.
This patch makes sure that these effects aren't enabled.
2020-07-06 10:21:14 +02:00
b1d3850333 Cleanup: Fluid renaming from old 'manta' naming to new 'fluid' naming
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
2020-07-03 11:52:08 +02:00
9f634a195d Fix crash drawing non-mesh objects with vertex color
Missing NULL check in f7bbc7cdbb
2020-07-01 16:50:28 +10:00
36d6aa428f Cleanup: spelling 2020-07-01 13:12:24 +10:00
e0ef574c40 Fix T76337 Overlay: Wireframe: x-ray doesn't deactivate when set to 0
Also fix an issue with antialiasing when xray opacity is set to 0.
2020-06-30 16:12:12 +02:00
9feb0d5f2e Fix T74220 Mantaflow Color Mapping not ignoring alpha value
And also remove some sRGB hack.
2020-06-29 14:19:52 +02:00
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