With the new automatic handle algorithm, it is possible to do a lot
of the animation via keyframes without touching the curves. It is
however necessary to change the keyframe interpolation and handle
types in certain cases. Currently the dopesheet/action editor
allows changing the types, but does not show them in any way.
To fix, add a new menu option to display this information. For handle
type, it is represented using the shape of the key icons: diamond for
Free, clipped diamond for Aligned, square for Vector, circle for Auto
Clamp, and cirle with dot for Automatic.
Non-bezier interpolation is a property of intervals between keys,
so it is marked by drawing lines, similar to holds. In this initial
version, only the fact of non-bezier interpolation is displayed,
without distinguishing types. For summaries, the line is drawn at
half alpha if not all curves in the group are non-bezier.
In addition, it is sometimes helpful to know the general direction
of change of the curve, and which keys are extremes. This commit
also adds an option to highlight extremes, based on comparing the
keyed values with adjacent keys. Half-intensity display is used
for overshot bezier extremes, or non-uniform summaries.
Reviewers: brecht, aligorith, billreynish
Differential Revision: https://developer.blender.org/D3788
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.
This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.
Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
This is caused by a driver bug that prevent us from rendering to (or even
binding) a texture mip level that is below GL_TEXTURE_MAX_LEVEL of the
target texture. This is fine in most drivers (and legal AFAIK) but not on
thoses Intels HDXXX + Windows.
As a fix we just put GL_TEXTURE_MAX_LEVEL lower (which is illegal because
it is undefined behaviour), but in practice it works ok and does not
trigger any warnings or errors.
This commit fixes most of the problems encountered on these GPUs (T56668).
At least on windows we do not re-run datatoc when the .glsl files change.
To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.
I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).
We probably want to do the same for the other datatoc functions.
Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
The appearance is a bit different than 2.79 where the flame was just added
on top of the smoke without correct blending.
Now it's much more realistic and using volumetric integration. You can see
the smoke actually masking the flame.
The other difference is that the flame color was not using proper color
managed blending. Now with the use of filmic it shows bright yellow.
This could be adjusted and displayed as a user parameter in the future.
Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
Seems like GLEW_ARB_texture_float is not defined in core profile on OSX
even if float textures are part of the 3.3 core spec.
So removing uneeded backup cases.