Commit Graph

109 Commits

Author SHA1 Message Date
Dalai Felinto
b94ec178a2 Fix stereoscopy convergence plane placement
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).
2019-03-06 13:33:09 -03:00
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
99fb654ffd DRW: Cleanup / Renaming of mesh batch cache functions
THis is in order to avoid the jungle of names being different at each
step of the API.

Also removes some unused functions.
2018-12-18 20:51:52 +01:00
bcf390a6c3 Mesh Batch Cache: Port weight paint surface to batch request 2018-12-18 02:19:52 +01:00
6a1315d6e7 Weight Paint Overlay: Refactor wire drawing
This reduce the number of batch/data needed. Stores a select/visiblee
flag inside the vert/loop normals.
2018-12-18 02:19:52 +01:00
4cd558b711 Mesh Batch Cache: Port Texture paint wires to new batch request 2018-12-17 17:11:45 +01:00
36cc42e796 Mesh Batch Cache: Optimization & Refactor shaded surface support
This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.

Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.

This commits breaks texture paint batches. It will be added back in another
commit.
2018-12-17 17:05:57 +01:00
f371e633f9 Curve Batch Cache: Add support for loose edges and curve/surf modifier
Fixes T58298 Nurbs circle and curve dont draw in objectmode
Fixes T58107 Modified curves/surfaces/fonts do not show their eval mesh
2018-12-14 16:17:29 +01:00
2afed99da3 Curve Batch Cache: Rework Implementation to use new batch request
Shaded triangles are not yet implemented (request from gpumaterials).

This also changes the mechanism to draw curve normals to make it not
dependant on normal size display. This way different viewport can
reuse the same batch.
2018-12-14 16:17:29 +01:00
f7b558cbdc DRW: Batch Cache: Mesh: Port edit mesh batches to batch request method
This also do some renaming/cleanups.
2018-12-10 19:02:17 +01:00
0c6d5232a3 DRW: Remove the use of GPUTexture buffers for edit wire rendering
See previous commit for detail as why.
2018-12-07 05:33:53 +01:00
e929cad706 DRW: Rework wireframe overlay implementation
The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.

This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
  intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.

This remove the optimization introduced in f1975a4639.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).

The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
2018-12-07 05:33:53 +01:00
f1975a4639 Wireframe: Optimization: Only draw triangles that have edges
This only happens after a certain threshold.

We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the start bin if the wireframe slider is low enough.

This optimization is disabled for deformed meshes.

This should help resolve (to some extent) T58188.
2018-12-04 17:52:32 +01:00
32ab0647a5 DRW: Implement Hair Weight drawing
Fixes T57931 Particle weight edit mode is not supported.

There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
2018-11-27 13:49:22 +01:00
7d32d87a86 Viewport: implement hiding faces in paint modes.
In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D3989
2018-11-26 20:26:29 +03:00
ff6e61f09a DRW: Support Wireframe for metaball objects 2018-11-23 18:03:18 +01:00
1ec21ed41a DRW: Support Wireframe for cruve/surface/text objects 2018-11-23 16:44:53 +01:00
478899dee7 Edit Mesh: Fix missing loop normal display 2018-10-15 16:04:50 +02:00
03d0219d7a Edit Mesh: Refactor edit mesh drawing
This decouple the vertex display from the face+edges.

This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).

Also it makes all vertices visible (not cut-off) even when navigating.

However it makes the navigation drawing a bit slower because it has to
render twice.

Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
2018-10-12 16:43:40 +02:00
89c30ff746 Pose Mode: Add back IK Degrees of freedom display 2018-10-03 15:44:12 +02:00
0c21773199 Edit Curve: Fix cannot hide handles 2018-09-25 22:51:54 +02:00
af998b40a0 Implement correct drawing of advanced Weight display features.
This adds existing behavior from calc_weightpaint_vert_array
that was missing from the new rendering code:

- No selected Vertex Group displays as a solid pink color.
- Zero weight displays as alert color depending on Options.
- Multipaint mode correctly displays collective weight.

In order to properly implement this variety, a data structure
holding all relevant parameters is introduced.

Reviewers: fclem, campbellbarton

Subscribers: jbakker

Differential Revision: https://developer.blender.org/D3722
2018-09-25 18:44:57 +03:00
55f122264c 3D Grid: Fix grid passing through objects too much
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
2018-08-23 13:56:39 +02:00
890623f886 Object Mode: Add back spot cone display 2018-08-22 19:49:32 +02:00
435f308eed Object Mode: Use same empty (arrow) drawing as the bone axes display 2018-08-17 13:04:26 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
7dcc7bd5ee Object Mode: Add back object bound display 2018-07-17 11:36:21 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
228ba8475a DRW: Add cache reset.
This is a temporary solution to the use of the shared cache.

Ideally this cache should be per gl drawing context.
2018-06-11 13:55:02 +02:00
a67cc72232 MetaBall support for Workbench + EEVEE
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
2018-06-11 11:52:41 +02:00
f9ca750bdf Wireframe: Change / Optimize the limited wireframe visibility option.
This make the limited wireframe not a performance problem anymore.

However, this does change the number of edges displayed as the threshold
is now computed per vertex instead of per edges.

For this reason we extended (internaly) the range of the slider so that the
users can hide more edge.
2018-06-07 18:01:36 +02:00
d5ce40a5ed Wireframe: Add slider to hide edges from coplanar faces
The default behaviour is to show the same amount of edges as 2.7.
The slider makes it possible to show all edges or even less.
2018-06-05 19:35:36 +02:00
4683091369 Object Mode: Display loose edges if overlays are enables.
This fix T55280 Loose edges not visible in object mode
2018-06-01 11:36:01 +02:00
712885c30e DRW: Add wireframe buffer texture generation for wireframe drawing.
Only OB_MESH is supported for now.

Creates a simple index buffer with negative indices if the edges is not a
real edge.

Also create the buffer texture representation of this buffer along with the
pos_in_order buffer texture.
2018-05-31 19:09:20 +02:00
0c9974c8cd Workbench: Shadow: Use depth fail method for manifold objects.
Since this method have no failure case for manifold objects, use it.
2018-05-26 23:01:30 +02:00
6b38fa8cab Armature: Modify Shape outline shader to use Line adjacency instead of tri.
This is much faster and simpler. This is also to make it compatible with
custom bone shape in the future.
2018-05-26 22:28:52 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
687f09a8ad Workbench: Optimize Shadows.
This makes the shadows ~10 times faster in the general case.

This only create extrusion geometry on the outline edges. Also we increment
or decrement the stencil buffer by 2 for each manifold edge and only by 1
for non manifold. This make the algorithm robust yet less heavy than creating
one prism for each triangles.
2018-05-20 19:14:22 +02:00
1b4916054e Armature: Cleanup: Remove unused function and use less silly wire drawing. 2018-05-16 18:46:35 +02:00
e83cee73eb Draw manager: Pass object to hair batch cache
Currently unused, but is required for an upcoming work.
2018-05-15 17:20:02 +02:00
aefd181b0b Fix crash going to edit mode of particles with copy on write
We can not rely on edit->psys, it is not set for particle edit,
and there is some logic deeper inside which does different things
dependent on that.

We need to replace those checks with some some HAIR vs. PARTICLES
flag and always set psys pointer.
2018-05-11 14:55:58 +02:00
d50821f145 Particle edit: Initial support of edit with copy-on-write
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.

In the future we should split edit data from visualization data,
but that's bigger refactor.
2018-05-11 12:49:25 +02:00