This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
Use a single color by object in grease pencil is not practical because is necessary to see all layers.
To tint by layer, the layer tint parameter is used and not the material color as is done in other modes.
This function has been backported from 2.82 because was removed in the 2.83 refactor.
The radius component is only one float. This resulted in only a third of
intended points to draw and could lead to glitches.
Pointcloud drawing will still change a lot in the future, this is just
to be able to work on some simple tools.
Differential Revision: https://developer.blender.org/D7390
Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}
Differential Revision: https://developer.blender.org/D7385
Since rBcf258b02f449, only wires and edges that are mapped to the
original mesh were drawn if the mesh was modified by modifiers.
Above commit was only meant for showing orig wires for paint mask
overlays [where final wireframe is not desired], so now only use
MR_EXTRACT_MAPPED when we are in a paint mode.
Maniphest Tasks: T75343
Differential Revision: https://developer.blender.org/D7333
This was already fixed in rB985f33719ce9 once.
But resurfaced after rB7070e4c15e6c [which just reverted a bit too much
;)].
Spotted while looking into T75263.
Differential Revision: https://developer.blender.org/D7308
During recent refactoring of the edit weight overlay we moved a
assignment before it was valid. Making everything one frame off what
resulted in a flashing frame during TAA, not drawing the overlay until a
second action happened, making overlays too bright.
The reason whas that the painting overlay wasn't initialized in the
first sample, but the draw passes and groups were filled. Resulting in
rendering the overlay twice or not at all.
This change moves the assignment to where it is valid.
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
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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.
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
Draw batch extraction wrongly assumed that when mapped extraction
happened that all original data could be found. This is not the case as
mapped extraction is also enabled when part of the data is present.
This fix does additional nullptr checks.
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.
When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.
Known issue: decoding the `norAndFlag` has issues on Intel GPU.
The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.
Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.
This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7277
Edges were hard to see in some cases in edit-mesh vertex/face modes.
Since 804e90b42d alpha is handled differently,
update edge alpha to visually match 2.82.
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.
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
The default face set color is white, so we can skip drawing the default
face set. This allows to enable again the optimization of not drawing
overlays in nodes where the mask is empty.
This will still slow down the viewport when a new face set is created
for the whole mesh or when inverting the mask, like in previous
versions.
I also renamed the function to make more clear that now it is checking
for both mask and face sets.
Reviewed By: brecht
Maniphest Tasks: T74692
Differential Revision: https://developer.blender.org/D7207
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
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.