Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place.
This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes.
Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data.
As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5470
There was a fixed limit to the number of points available in a buffer stroke.
Now, the array is expanded as needed using a predefined number of points for each expansion, instead to add one by one. This is done to reduce the number of times the memory allocation is required.
As part of the fix, some variables have been renamed to reflect better their use.
Following the advices of @Germano Cavalcante (mano-wii) , I have exposed as a workaround the free function to be called from draw manager for selection.
Now, the free function is not called for selection inside gpencil draw_scene, but it's called from draw_manager.c.
The real fix would be create a new Scene_finish callback in draw manager, but as the release of 2.80 is almost here, we fix this with a workaround that must be removed when new callback is in place.
Differential Revision: http://developer.blender.org/D5193
Following @fclem comments, I have implemented the use of Stencil for Solid line strokes. For Dots, Boxes and Lines with texture, the stencil is not activated because "kill" some artistic effects.
We have done test in greasepencil-object branch and all it's working as expected and the FPS are equal, so the stencil hasn't any appreciable impact in the drawing time.
The Stencil is used in groups of 255 and the passes are done in the same way. If the stencil is not use for the type of stroke (Dot/Box/Texture), the drawing is grouped as much as possible to reduce GPU overhead and limit the times the stencil bit must be cleared.
For doing this patch I had to add 2 new functions for reading private data to Draw manager. We decided add these function as a temporary solution while the Draw Manager implements the option to clear the stencil by groups. When this option will be implemented, these functions must be removed.
Thanks to Clément for his help and support. It's always a pleasure working with him.
Review by: @fclem
Testers: @mendio @pepeland
See D5126 for more details
The previous commit disable the fast drawing if the background texture was not ready, but it did not detect the Painting mode, so the fast was always disabled.
Now the check is done inside paint mode.
There were some problems in the engine because the data was saved inside e_data struct, but this struct is reset sometimes and the background texture is not valid.
Now, the data has been moved to stl->g_data and all creation and free has been moved to use stl->g_data. This fix also some small memory leak for the Buffer GPUBatch data.
The background texture has been moved to texture list because must be available all the time. When is not drawing, the texture is removed to safe memory. Also, if the mode is painting and the texture is not ready because it was removed by Draw Manager, the texture is reloaded with the background image again. This ensure the background image is always visible when painting.
Also I have used this patch to reduce the size of texture used for background to 16F instead of 32F and the blank texture to 1x1 pixels instead of 16x16.
Reviewed by: @fclem
See D5115 for more details
Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
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
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.
The check of DUPLI object was used, but as the original object was not in the scene, the VBO data was not available and the draw was empty.
Now, the function checks if the original data is in the scene, and set the object as not Dupli to generate the VBO data.
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
- The ambiguous term 'handle' was used where 'ensure'
is typically used (get or add when missing).
- Rename `current` to `active`, all `current` functions which were
also ensuring.
- Clarify what is being operated on, using `BKE_gpencil_object_*` for
objects, `BKE_gpencil_brush_*` for brushes.
If the Brush had a pinned material with texture, but the material slot was in a different material, the texture was not working.
The material was not recovered from brush, but from object.
When drawing in big files, the first points of the stroke were not smooth because the system was doing a copy of the depsgraph datablock.
Now, the depsgraph is not updated at the beginning and the feeling is far better, especially for big files.
To avoid the copy, the original datablock is used while drawing, because it's faster the lookup of the original data, than a full datablock copy.
Also some cleanup of the code.
This commit groups several options that were tested in grease pencil branch:
- Changes to fill algorithms and improves, specially in small areas and stroke corners.
New options has been added in order to define how the fill is working and internally there are optimizations in detect the small areas in the extremes.
Kudos to @charlie for coding this fill improvements.
- New 3D cursor view plane option.
Now it's possible to lock the drawing plane to the 3D cursor and use the 3D cursor orientation. This allows more flexibility when you are drawing and reduce the need to create geometry to draw over surfaces.
- Canvas Grid now can be locked to 3D cursor.
- New option to reproject stroke using 3D cursor.
- Small tweaks and fixes.
Changes reviewed by @pepeland and @mendio
The crash was detected in draw_manager, but the real problem was a wrong pointer that corrupted the struct, so the free function failed.
Redesign this area to keep pointer correct all the time.
There was a conflict between Object "In Front" and how the strokes were managed in Stroke panel for grease pencil datablock.
In order to keep consistency, the order of the object has been moved to Object level and now it's using the standard "In Front" flag. As all it is 3D, the option "Back" has been removed.
This also fixes the problem with task T62137.
Also related to commit 54ffc4e19d and D4405
There was a bug when selected Solid mode with Material or Texture mode. The textures were not visible.
Now, the mode is passed to shaders to decide if use the solid color or the result texture color. The mode is passed using an array with shading type and mode.
-Wireframe use Background color for X-Ray off
- Added support to Solid mode.
- Solid mode shows fill or not depending X-Ray.
- Solid can use Single, Material, etc.
- Wireframe and Solid mode don't show FXs.