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.
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
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
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
Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.
view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.
I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.
Reviewed By: Clément
Differential Revision: http://developer.blender.org/D4504
The issue was the manipulated depth for images would be used when doing distance depth checks.
Now we will use the actual depth of the image object when doing such tests.
Reviewed By: Clément Foucault
Differential Revision: http://developer.blender.org/D4616
This forces bone transparency / wireframe display when Xray is enabled.
This makes sense as the bone transparency is a kind of Xray and should
be linked to the Xray display.
While I broke the non-stereo camera frame in rBf1fef41863b I came to
realize after further tests that the stereo camera frame was NEVER
correct.
It is now, regardless of the camera shift, the camera pivot, if you are
looking through the left, right or stereo eyes.
In the end all that was missing was to multiply the shift we needed to
offset the frame, by the frame width.
I also took the opportunity to perform some cleanup/refactor regarding
names. It was too confusing even for me.
Note: Non-uniformally scaled cameras still draw slightly wrong.
This patch adds a new "Use Alpha" option on image empties to avoid ordering
issue of reference images.
If ordering is not important, "Use Alpha" can be enabled to provide
transparency and alpha blending support.
Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.
Additionally, de-duplicated some check, by moving everything needed to
a single place.
Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
2D artists have requested a way to see in viewport the name of the material assigned to a stroke. This is a special request for 2D animation and required to manage complex drawings with multiple materials on it. We don't need add a separate option for this in the panel.
Now, when enable Name option in the Viewport Display panel, when you select a stroke in edit mode, the name of the material is displayed near the first point selected.
Design reviewed by @mendio and @pepeland
This behavior matches back-face culled mesh objects,
where the wire outline doesn't depend on the viewing angle.
Applying this before empty visibility check for view framing,
since it's strange if viewing all gives different results
depending on back-face culling.
Note this was broken even in 2.7x.
We had a different logic for the plane wire, as for the plane itself.
And they were both wrong when changing the camera shift or the stereo
pivot.
Both of their logic is now unified and correct.
Also I had to create a new gpu batch for the quad wires, since there is
no state that allows me to filter out the geometry, and the square gpu
batch is quite different than the quad one (2d x 3d and orientation).
Volume itself was working, but buggy. The issue was that transparent shapes
does not write to depth buffer. But the custom MSAA resolve shader discard
pixels that did not write to depth making them transparent.
Transparent passes should not be inside the MSAA passes, this is also
a matter of performance.
This is unreported. When using volume opacity 0.0, the wires were not visible
(nor were they in other cases, but this was the most obvious one).
The volume itself is still glitchy, and slightly worse than 2.79. I
still don't know how to fix this though. It seems a common problem
(see T62262).
This makes the bones transparent when the object or the viewport display
type is Wireframe. This is in order to make things consistent.
In object mode all bones are fully transparent to not create more visual
noise if the scene is complex.
Another small addition is that the Bounding Box draw mode now works as
expected on armatures.