Commit Graph

852 Commits

Author SHA1 Message Date
0c4ce8e55e Eevee / Workbench: Fix hair normals
Hair normals were not behaving correctly. This corrects their looks and
fix the node shader geometry that was showing the flat normal.
2019-05-17 18:17:23 +02:00
97d22e12b5 Cleanup: DRW: Remove uneeded DRWState values
This removes:
- DRW_STATE_TRANS_FEEDBACK
- DRW_STATE_WIRE
- DRW_STATE_POINT
2019-05-17 18:17:23 +02:00
89673f0974 DRW: Make fullscreen vertex shader position and uv without attributes 2019-05-17 13:38:42 +02:00
1f22a20d5f Fix face mask edge select drawing
All edges were drawing black.
2019-05-17 14:11:22 +10:00
42cd07c28c 3D View: Support texture paint mask clipping 2019-05-17 14:04:59 +10:00
Dalai Felinto
f4902fa268 Code style cleanup: make format 2019-05-14 18:11:54 -03:00
8437519d02 Fix Shader compilation error on MacOS & some other platform/driver
texture2D() is no longer supported by modern opengl, use texture() instead.
2019-05-14 16:43:37 +02:00
37f87ae81b Fix zfighting from edit mode face overlays 2019-05-14 14:13:00 +02:00
9bb42de828 Fix T64574 : Weird shadow mesh glitches in viewport
This is not the most clean but this is what is needed to make
point_object_to_ndc equivalent to
point_object_to_world + point_world_to_ndc
2019-05-14 14:07:08 +02:00
8950aa2615 Fix T64574 : Weird shadow mesh glitches in viewport
This is not the most clean but this is what is needed to make
point_object_to_ndc equivalent to
point_object_to_world + point_world_to_ndc
2019-05-14 13:57:41 +02:00
20421ef952 Cleanup: DRW: Move ModelMatrix declaration to common_view_lib 2019-05-14 10:57:04 +02:00
72a5e3f61a Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copy 2019-05-14 10:57:04 +02:00
be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
8bc8a62c57 DRW: Refactor: Use DRWCall to accumulate per instance attributes
This is a big change that cleanup a lot of confusing code.
- The instancing/batching data buffer distribution in draw_instance_data.c.
- The selection & drawing code in draw_manager_exec.c
- Prety much every non-meshes object drawing (object_mode.c).

Most of the changes are just renaming but there still a chance a typo might
have sneek through.

The Batching/Instancing Shading groups are replace by DRWCallBuffers. This
is cleaner and conceptually more in line with what a DRWShadingGroup should
be.

There is still some little confusion in draw_common.c where some function
takes shgroup as input and some don't.
2019-05-14 10:57:03 +02:00
b27492d078 DRW: Make Instance count not a pointer
Goal is still to simplify the draw manager.
2019-05-14 10:57:03 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00
632e0725d2 Overlays: Use common_view_lib.glsl
This removes ModelViewProjectionMatrix usage
2019-05-10 12:25:16 +02:00
0d8ab0eac6 DRW: Remove ModelViewMatrix Usage 2019-05-10 12:14:41 +02:00
fdddea676d Cleanup: DRW: Renaming of glsl utility macros 2019-05-10 12:14:41 +02:00
54ec0559c8 Fix T64384 : Crash when switching to wireframe on tree_creature blend
Was missing NULL pointer check
2019-05-09 14:37:01 +02:00
8342a124c4 DepsGraph: Multi ViewLayer Selection
When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.

This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.

Reviewed By: sergey, brecht

Maniphest Tasks: T55617

Differential Revision: https://developer.blender.org/D4824
2019-05-09 13:27:23 +02:00
d2520511d2 3D Grid: Use View UBO & small cleanup 2019-05-09 12:22:12 +02:00
a951aa5f62 Fix T64296 Z-axis overlay vanishes at scene origin in 3D Viewport
Grid shader was still using deprecated eye vector.
2019-05-09 10:59:25 +02:00
c9537ee5c3 Overlay: Remove use of NormalMatrix 2019-05-08 23:28:06 +02:00
f2f62b184c DRW: Remove WorldNormalMatrix 2019-05-08 20:13:32 +02:00
24aeb479be Overlay Mode: Use common_view_lib
This is in order to centralize all matrices transformations.
2019-05-08 20:13:32 +02:00
8c5c02932f Wireframe: Refactor vertex shader to use less matrices
This means less matrices needs to be prepared by the CPU.
2019-05-08 17:52:48 +02:00
6df7946f73 Object Overlay: Add dupli fast path 2019-05-08 17:52:48 +02:00
9bfdc4826a Wireframe: Create dupli fast path using DRW_duplidata_get 2019-05-08 17:52:48 +02:00
fb3b2ab709 Cleanup: Remove unused code in sculpt_mode, workbench and draw manager 2019-05-04 14:11:04 +02:00
b2f1a65874 Sculpt: Refactor draw manager sculpt drawing mechanism
Workbench/Eevee now displays multiple multi-materials correctly.

Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.

This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
2019-05-04 14:11:04 +02:00
95e052f830 Fix T63997 Weird z-fight during weight paint
PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
2019-05-02 16:51:45 +02:00
George Vogiatzis
a8bdb357b4 UI: move object origin size preference to themes
Differential Revision: https://developer.blender.org/D4657
2019-05-01 18:05:48 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
fd1dd1134b Cleanup: unused vars 2019-04-27 10:00:43 +10:00
d4827cfa81 Fix T58966 Sculpted changes dissapear visually when selecting a second object
Display sculpt mesh if there is a sculpt session.
2019-04-26 16:17:35 +02:00
50d75cd528 Fix T62880 Severe FPS drop with multiple bone shapes
Fix instancing batches not being reused by custom bone shapes.

Drawing thoses is now faster than 2.79 (40fps instead of  30fps)
2019-04-26 15:33:49 +02:00
20c5f677d7 Cleanup: clang-format 2019-04-26 13:04:23 +10:00
38a0896f15 Overlay: Mesh Analysis
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4707
2019-04-25 11:25:22 +02:00
fa4201f82d Fix T62701: Hair edit mode crashes on some old AMD Radeon drivers.
The crash is related to the format, but the real reason is unknown.
2019-04-24 13:19:02 -03:00
ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00
f2792e91f0 3D View: add opacity for sculpt mask display
This matches vertex/texture paint opacity options.

Useful because 0.75 is sometimes too dark to see the surface shading.

Resolves T63746
2019-04-20 12:03:57 +02:00
6c83c92862 Edit Mode: Change face mode edges display
This improve visibility in edit face select mode by using the face select color
instead of the edge select color (which is in default theme a bit more red). Also
makes the selected edges in this mode a bit more opaque (0.75 instead of  0.4).
Full opacity is still reserved for edge select mode.
2019-04-19 15:19:43 +02:00
4439e5d0ba Cleanup: add trailing commas to avoid right shift 2019-04-18 17:19:44 +02:00
7d78474941 AMD glitch: missing changes in f41ab375f3
It was committed an earlier version of the patch which missed these changes.

Differential Revision: https://developer.blender.org/D4700
2019-04-18 10:54:03 -03:00
4c11e57316 Cleanup: add 'if 0' comment why code is repeated
Avoid potentially adding back the problem in the future.
2019-04-18 15:19:47 +02:00
f41ab375f3 Fix T62792: AMD glitch when clipping region in edit mode.
The `AMD Radeon HD 7600M` compiler is usually buggy for Geometry Shaders.
In this case, indexing was causing problems in `gl_in[i].gl_ClipDistance[0]`.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D4700
2019-04-18 10:09:34 -03:00
63bae864f4 Overlay Engine: Option to Disable AA Ortho Grid
When in Axis alligned orthographic view a grid was always displayed.
With this change the user can enable/disable this grid.

The Grid is always visible and editable, but only rendered active when user is in quad view, or axis aligned ortho view.

Reviewers: brecht, fclem

Maniphest Tasks: T63517

Differential Revision: https://developer.blender.org/D4699
2019-04-18 11:22:08 +02:00
333cdbb410 Cleanup: comment blocks 2019-04-18 07:59:28 +02:00
dbf4a67af4 Cleanup: warnings 2019-04-18 06:52:05 +02:00