Commit Graph

18 Commits

Author SHA1 Message Date
3560f5c1e6 Cleanup: compare with zero for flag checks
This is done almost everywhere already,
use this more straightforward convention.
2021-02-06 13:33:18 +11:00
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
365e9cb6aa Overlay: Replace depth blitting by GPU_texture_copy
This is an attempt to fix the related T74243.
2020-05-11 17:53:45 +02:00
839f0cfa41 Overlay: Fix crash caused by NULL passes 2020-03-26 19:16:57 +01:00
e000dcb849 Overlay: Wireframe: New method to avoid zfighting with geometry
This new method is only enabled if Overlay Smooth Wire is enabled.

This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
  depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
  some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
  to the view and intersecting with other geometry.

Pros:
- Compared to a fullpass approach this is surely going to have less
  performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.

{F8428014}

{F8428015}

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D7233
2020-03-26 15:55:16 +01:00
ed21506f26 Overlay: Remove Xray dithering noise
We now use a better smoother technique that uses correct alpha blending.
This is possible now that we render overlays in a separate buffer.
2020-02-24 13:48:38 +01:00
a661ef42fb Overlays: Fixed blending issue when not using smooth wire 2020-02-17 19:37:48 +01:00
a40d9ce553 Overlay: Fix non meshes object disappearing if smooth wire is not enabled 2020-02-13 01:07:15 +01:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
63d521432e Cleanup: spelling 2019-12-11 10:56:53 +11:00
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
1b33e1f9ae Overlay Engine: Cleanup & enable line AA on in front passes
- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
2019-12-05 00:43:37 +01:00
4705aa4fe5 Overlay Engine: LightProbe: Simplify drawing of irradiance grid data
This separates it from the outline pass and fix a visibility bug
when extras were off.
2019-12-04 22:32:17 +01:00
6d3eb85f66 Overlay Engine: Simplify outline rendering by using the antialiasing pass
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.
2019-12-04 22:32:17 +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