Commit Graph

285 Commits

Author SHA1 Message Date
15abc9fe74 Draw: Removal of MultiSample Buffers
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.

The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6367
2019-12-06 07:45:07 +01:00
014eb69cf8 Overlay Engine: Make thickwires (linesize > 1.0) using the Wire AA pass
This fixes the limitation of OSX not allowing glLineWidth with size > 1.0.
This however only fix the viewport wire drawing.
2019-12-02 14:35:49 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
92686c667e Cleanup: structs, cmake file lists 2019-09-27 12:45:54 +10:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
d8aaf25c23 Eevee: Shadow map refactor
Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5659
2019-09-05 17:37:50 +02:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
261a02fc59 DRW: New function DRW_culling_min_max_test
For testing intersection with frustrum planes without having to transform all bound box vertices into global space.
2019-08-15 10:20:21 -03:00
1f4e9754c0 DRW: Add DRW_STATE_BLEND_CUSTOM
This one enable dual source blending, enabling more fine tuned
blending parameters inside the shader.
2019-06-27 14:41:35 +02:00
9dea69149a DRW: New function to retry stencil_mask value
This function is a workaround to use the stencil in grease pencil and reduce the number of clears.

Reviewed by @fclem.

Note: This function will be removed when draw manager supports stencil clearing by group.
2019-06-26 13:28:26 +02:00
0b73817c8c Add a new function to recover the next shading group.
After talking with @fclem, we decided to keep this as a workaround function waiting for the clearing operation to be available inside the shgroups.
2019-06-18 14:01:32 +02:00
80fb263aa9 DRW: Make stencil state clearer and distinct
Write and test states are now separate and need to be explicit.

Also add asserts when trying to write without test enabled.
2019-06-17 16:13:28 +02:00
4285729d4b Cleanup: Fix comment typo error 2019-06-17 11:46:19 +02:00
8ac0fef4df Cleanup: sort structs 2019-06-14 10:12:10 +10:00
5db4608f70 Cleanup: extra-semi-stmt warning 2019-06-06 10:16:18 +10:00
692891f69e Fix sculpt mode drawing with modifiers still being wrong in some cases
Centralize logic for when to use the PBVH for drawing, fix missing tests in
mask drawing, fix missing tests for multiple windows, only do more expensive
update for all viewports at end of the stroke.
2019-05-31 17:17:03 +02:00
23064248d7 DrawManager: Color Management
The draw manager used to determine if the view transform should be
applied by checking if the scene was not rendered to an offscreen image.

As the sequencer and texture painting needs to render to an offscreen
image with the view transform applied we need to separate the
`do_color_management` from the `is_image_render`.

Reviewed By: fclem

Maniphest Tasks: T64849

Differential Revision: https://developer.blender.org/D4909
2019-05-31 12:44:18 +02:00
596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00
c4e4b6872a DRW: Fix issue introduce in removal of DRW_STATE_POINT
Fix issue raised by mano-wii in rB97d22e12b521

Fix T65050 knife tool snapping indicator not visible
2019-05-28 17:19:42 +02:00
e0c1116ce3 Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarity 2019-05-28 14:22:22 +02:00
ba75e93c88 Cleanup: DRW: Remove DRW_STATE_OFFSET 2019-05-27 12:58:14 +02:00
8b52619ff8 DRW/Eevee: Fix camera texture coordinates in renders
This patch fix the issue introduced by recent refactor and fixes
computation when using overscans.
2019-05-22 16:09:10 +02:00
7b3f64e12a Cleanup: DRW: Remove, rename stuffs 2019-05-22 13:29:05 +02:00
9f3010e1c0 DRW: DRWView: Finish refactor 2019-05-22 13:29:05 +02:00
742848843d DRW: Add view param to DRW_culling_* functions 2019-05-22 13:29:05 +02:00
e1153c6a1a DRW: Remove DRW_state_clip_planes_reset 2019-05-22 13:29:04 +02:00
551bbc87af DRW: Remove DRW_state_clip_planes_set_from_rv3d
This should be handled by DST.view_default
2019-05-22 13:29:04 +02:00
45c085a171 DRW: Add DRWView to improve different view handling
This will have multiple benefit.

TODO detail benefits (culling, more explicit, handling of clipping planes)

For now the view usage is wrapped to make changes needed more progressive.
2019-05-22 13:29:04 +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
2bb788d4cd Cleanup: Eevee: Remove custom volumetric matrix
This was the same as using the inverse obmat.
2019-05-17 13:38:42 +02:00
52669dda80 Eevee: Remove the Volumetric Render checkbox
This is to simplify the usage of Volumetrics.

Now it automatically detect if there is any Volumetric material in the
view and allocate the needed buffer if any.
2019-05-17 13:38:42 +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
e0420097e3 Cleanup: DRW: Remove unused functions 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
ad0e95688d Cleanup: DRW: Remove pointers to materials 2019-05-14 10:57:03 +02:00
de9d846353 Fix T64137 Empty Images flickering graphics when "Auto Depth" is enabled
Also fix T64373 Grid intensity increases in Ortographic when use Circle
Select in GPencil Edit mode
2019-05-11 00:21:35 +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
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
102daed1f2 Cleanup: Draw Manager: remove DRW_state_invert_facing 2019-05-02 16:51:45 +02:00
e6705fad33 DRW: Add DRW_STATE_BLEND_PREMUL_UNDER
Just basic alpha under operation with premultiplied source.
2019-05-01 12:09:18 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
dbc058301b Cleanup: trailing commas 2019-04-16 16:40:47 +02:00
cc74020b5a Fix T62114: Wireframe mode selection: selects backside objects when clicking frontside object in 3d-window
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
2019-04-09 12:29:02 +02:00
6470056a0d Cleanup: empty expression statement warning 2019-04-02 17:54:04 +11:00