A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
Viewport: Disable Clipping For EEVEE and External Renderers
Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.
This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.
This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.
There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6047
Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6380
This seems to only affect some drivers. Rendering to multiple targets
without all output variables defined seems to be undefined behavior.
Thanks to gaiaclary for reporting on blendercoders.
The edit overlays were drawn dispite of the global hide overlays toggle.
This patch checks the global hide overlay toggle to see if it needs to draw
these overlays.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6371
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
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
The Camera Background Images uses a alpha under blending. For alpha
under blending to work correctly the framebuffer containing the result
of the render engine needs to be active
(`DefaultFramebufferList.default_fb`) and the source blend color needs
to be premultiplied with alpha.
Due to recent refactoring this wasn't the case and it seemed that the
background image was drawn in front of the scene. This patch sets the
correct state so it seems to be drawn behind the scene.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6365
This use the overlay AA pass to antialias the selection outlines.
This also do all search and expand in one pass and reduce the computation
time and memory used (2 x 32bit/pixel buffer less).
Note that the aliasing is a bit worse than the old FXAA that we used to have.
Bone relationship lines needs to be hidden in:
* object mode
* or when relationship lines are turned off
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6356
Fix for T72136: Bounding boxes were still drawn even with disabled
overlays. Also the outline displayed the original mesh
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6350
To do this we do a half pixel offset in the normal direction.
However, we use the shading vertex normal instead of the geometric normal
(for speed) and this leads to imprecisions.
So we try to mitigate the common case and leave the corner cases as is.
Instead of relying on undefined behavior to discard the line, we put the
vertex at the camera origin so that interpolation does not produce any
fragment. We don't use FLT_MAX as it also gives unpredicatble results on
NVidia.
This Simplify and should also speedup the drawing a tiny bit.
We now discard the edges in the vertex shader by setting one of the verts
at vec4(0,0,0,0) to not produce any fragment
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