When the multiframe is enabled, playing animation must be disabled or the animation is not visible,
{F9527854}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9930
This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas.
After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass.
See T79878 for more details
Differential Revision: https://developer.blender.org/D8932
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some
of eevee. Compilation is still platform dependent, but when run on a test-farm
with different hardware we will be able to detect GLSL compilation
errors early on.
The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS`
are On.
For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders
located inside the submodule. They aren't accessible to the outside and aren't added
to the test case. We should see how we want to add them. For the test cases it is better
to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in
the submodule. Keeping them in the submodule could lead to situations that is harder to test.
as the shader could already have been initialized.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8667
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
This values was not working because was removed by error in refactor.
Reviewed By: mendio, fclem
Differential Revision: https://developer.blender.org/D8061
Actually, the fade objects always fade to Black color, but this is not a good solution.
This patch fade the object to the viewport color.
Differential Revision: https://developer.blender.org/D7206
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
Now when change the setting the strokes are recalculated.
To do this, it was necessary to move the UV recalc to BKE module in order to share with Draw Engine. If the recalc it was done in draw engine, the factor was only calculated for evaluated version and there was a problem when draw a new sytroke.
Now, the RNA parameter recalc the original datablock instead of tag for be calculated in Draw Engine.
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
The onion skin was nos displayed in secondary screens when disable the Onion switch or the Overlay in the main window.
Added a check to verify if the main overlay and onion switches are enabled in any screen in order to generate the cache data.
This is required to generate the onion skin and limit the times the cache is updated because the cache is generated only in the first screen and if the first screen has the onion disabled the cache for onion skin is not generated. The loop adds time, but always is faster than regenerate the cache all the times.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D6049
Now the grid matrix is calculated when the shading group is created.
Also, the grid pass is only created when needed and reduce memory usage when the scene is not using grease pencil objects.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5966
Now the fade layer uses the same logic used to fade objects and also is available in all modes.
Reviewers: mendio, pepeland
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D5707
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
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
Grease Pencil already reset the default view so the draw_manager wouldn't assert. During multi view rendering the same assert still happened. This patch will reset the default view when starting to render a new view.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D5137
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
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
New option to disable the follow drawing path. Before it had only a switch property, now there is a list of options.
Modes:
Path: Follows drawing stroke and rotate with object.
Object: Only follows object rotation.
None: Don't rotate.
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.
This commit adds support for drawing Dots strokes with a gradient factor to get artistic effects like watercolor.
Currently, the option is only supported by Dots materials, and in the future will be added to line strokes, but now there is a limitation on drawing engine and we will keep disabled on Line materials.
Also, added the option to align Dots and Boxes strokes textures aligned with the drawing path to get more fluid strokes.
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.