Commit Graph

3188 Commits

Author SHA1 Message Date
930ae8e3c4 GPencil: Lock rotation of textures
By default the texture is locked and only the box is aligned when Follow Drawing Path is enabled.

Before, when the Follow was disabled, the texture was always aligned to top and it was not affected by object rotation. Now, the texture always is rotated with object rotation.
2019-05-09 19:53:25 +02:00
6ef48b1318 DrawManager/GreasePencil: Select Correct ViewLayer
The DrawManager assumed that the first render layer was the render layer
where GP needed to render on. In viewport this is always the case as we
only have a single view layer. When rendering this can be multiple when
multiple layers are rendered and composited in the compositor.

In stead of the assumption that the first render layer is the render
layer we need to draw on, we search for the render layer with the same
name as the viewlayer.

Reviewed By: fclem, brecht, antoniov

Maniphest Tasks: T63099

Differential Revision: https://developer.blender.org/D4818
2019-05-09 15:13:11 +02:00
0764cfe3de Workbench: Viewport AA Preferences
In recent changes the viewport_quality setting was not working what
users expected. This change will separate the anti-aliasing method that
is being used.

We now have three settings:

* scene.display.render_aa: Will be used during `Render Image`.
* scene.display.viewport_aa: Will be used during `Viewport Render Image`.
* userpref.viewport_aa: Will be used in the 3d view.

The viewport_quality setting has been replaced by the viewport_aa
setting as it was the only thing in currently controlled.

Reviewed By: brecht

Maniphest Tasks: T64132

Differential Revision: https://developer.blender.org/D4828
2019-05-09 14:45:45 +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
3f37787c80 UI: rename Look Dev 'Ball' to 'Sphere'
D4813 by @Gvgeo
2019-05-09 21:37:20 +10:00
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
209c01a6ba Fix T64329 Crash when switching to Texture Paint 2019-05-09 12:22:12 +02:00
d2520511d2 3D Grid: Use View UBO & small cleanup 2019-05-09 12:22:12 +02:00
895c41ec5d Fix Crash with armature using custom shapes 2019-05-09 11:35:52 +02:00
c74e9273a9 Fix T64366 DRW: Crash opening Mr Elephant scene since recent commit 2019-05-09 11:16:54 +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
60aede44ba Cleanup: DRW: Remove DRW_pass_free 2019-05-09 01:08:17 +02:00
e2d04229c3 DRW: Remove support for NormalMatrix 2019-05-09 00:27:11 +02:00
1a99b6fc7e Fix T64158 Eevee: Mixed SSS shader becomes brighter and brighter
This change the logic a bit, when 2 bsdfs using SSS are mixed, we use the
one with the biggest radius (on a per pixel basis).

This change from previous behavior which was to select input 1 if radius
was greater than 0.
2019-05-09 00:10:29 +02:00
c9537ee5c3 Overlay: Remove use of NormalMatrix 2019-05-08 23:28:06 +02:00
733811330c Workbench: Use common_view_lib and remove NormalMatrix usage
This is in order to lower the number of matrices to compute.
2019-05-08 22:08:20 +02:00
a8a11d3537 Mesh Batch Cache: Fix crash when comming from eevee to wireframe mode
And add check in debug build.
2019-05-08 22:01:34 +02:00
f2f62b184c DRW: Remove WorldNormalMatrix 2019-05-08 20:13:32 +02:00
bb41626ab3 Eevee: Remove uneeded normalization 2019-05-08 20:13:32 +02:00
7e380fd46a GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices.

This also cleanup some uneeded transformation.
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
3d759e2b09 Cleanup: DRW/GPU: Remove eye vector uniform 2019-05-08 17:52:49 +02:00
901026c493 Cleanup: Remove BKE_MESH_BATCH_DIRTY_MAYBE_ALL 2019-05-08 17:52:49 +02:00
55173b1583 Cleanup: draw_common: Use switch instead of ifs 2019-05-08 17:52:49 +02:00
aec717cd61 Cleanup: Mesh Batch Cache: Remove unused BKE_MESH_BATCH_DIRTY_SCULPT_COORDS 2019-05-08 17:52:49 +02:00
e053f6b1d8 DRW: Copy matrix in case of ModelMatrixInverse being used
ob->imat is garanteed to be valid by the depsgraph.
2019-05-08 17:52:48 +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
8d3e2ffa07 DRW: Speedup: Only do batch cache request and validation once for duplis 2019-05-08 17:52:48 +02:00
bb4b6cddcb Mesh Batch Cache: Speedup: Only alloc gpu_attrs if needed and don't clear
No need to clear since GPU_material_vertex_attrs is overriding
2019-05-08 17:52:48 +02:00
7bfe70f2ba Mesh Batch Cache: Speedup: Use flags to early remove unecessary checks 2019-05-08 17:52:48 +02:00
0030e4da70 DRW: Make batch validation run first during iteration
This reduces the cost of querying the batches to the batch cache.
2019-05-08 17:52:48 +02:00
05b0f52aa7 DRW: Move all batch request functions to own header
This is in order to using BLI_INLINE for thoses functions and keep headers
cleany separated.
2019-05-08 17:52:48 +02:00
0b88cd5032 DRW: Change function orders to improve CPU cache efficiency
These changes seems to impact cache efficiency as it uses shgroup just
after creating a DRWCall before shgroup.
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
b6b3a57c22 DRW: Add DRW_duplidata_get to create fast path for duplis
This is in order to create less shading group when using duplis.

Data for dupli objects keep in draw manager state until the source object
changes so retrieval is fast.

Note that this system could be extended to all meshes.
2019-05-08 17:52:48 +02:00
1ae2385106 GPUViewport: Fix possible hash colision with enabled engines
Also fix engine data validation that was not previously not working.
2019-05-08 17:49:28 +02:00
ac2e23c739 DRW: Remove uneeded calls to drw_viewport_engine_data_ensure when iterating
This remove a bit of overhead specially in scene with lots of objects.
2019-05-08 17:49:28 +02:00
820a64b9e5 DRW: Replace BLI_mempool by BLI_memblock
This remove a avoid the big overhead present in BLI_mempool when it is
cleared.
2019-05-08 17:49:28 +02:00
9fea65a93d DRW: Speedup: Don't call GPU_shader_uniform_vector if not needed
This seems to remove a bit of overhead of going into the function even if
the uniform is not needed.
2019-05-08 17:49:28 +02:00
f273141556 Fix T64302: objects disappearing when disabling overlays
Only happened for Cycles, after recent changes.

Differential Revision: https://developer.blender.org/D4826
2019-05-08 16:55:43 +02:00
4d78f5a4a7 DrawManager: External Engines + Overlays
Do not iterate over degsgraph when overlays are turned off and
rendering via an external engine. External engines sync data
from Blender differently. The external engine
draws the depth buffer, but that is only needed for overlays.

Reviewers: fclem, brecht

Differential Revision: https://developer.blender.org/D4791
2019-05-07 09:26:44 +02:00
ddb71e8c20 DRW: Remove is_negative_m4 per draw call
This had some cost in perf and is not needed most of the time. If the
drawcall really needs it, it should use a correct ob pointer.
2019-05-06 22:33:05 +02:00
ff90589966 Cleanup: Eevee/Workbench: Remove non-needed matrix inversion
Theses are garanteed by the depsgraph now.
2019-05-06 22:33:05 +02:00
55bf2adbea DRW: Attempt to fix slowdown caused by gizmo drawing 2019-05-06 22:33:05 +02:00
8b6afcb67b Cleanup: Eevee: Remove comment about vcol support in sculpt mode 2019-05-06 22:33:05 +02:00
George Vogiatzis
b8d806caf7 UI: Add Look Developer Balls Size option
Note: Some adjustments were made compared to the diff mainly for code
readability and made the default ball size 150px.

Reviewed By: fclem

Differential Revision: http://developer.blender.org/D4793
2019-05-04 14:11:04 +02:00
f302224e16 Cleanup: Eevee: Remove Flat normal shader variation
Was use by sculpt mode but that's not used anymore.
2019-05-04 14:11:04 +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