Commit Graph

5813 Commits

Author SHA1 Message Date
2b806cb955 Cleanup: DRW: Remove drw_view renaming MACROS 2022-06-27 12:46:47 +02:00
ddc6b86a5b Fix color attribute interpolation with GPU subdivision
Handling of 16-bits compression was missing, which gave values that were
way off.
2022-06-27 12:39:39 +02:00
3cf6516e7b Cleanup: format 2022-06-27 20:27:34 +10:00
7927ac2fbe Fix T99129: Eevee Hair Info Length not working (old particle hair).
When using the old particle hair with the hair info length it wasn't
working with AMD GPUs. The reason was that the drw_curves uniform buffer
wasn't initialized what made the shader select the incorrect length.
2022-06-24 13:03:29 +02:00
d2a3b99ff7 Cleanup: Use const arguments
Also use Curves as an argument instead of Object,
since it's more specific to this situation.
2022-06-22 16:58:22 -05:00
6c3965c027 Fix T98773: GPU Subdivision breaks auto selection in UV edit mode
When GPU subdivision is used, and the modifier is not set to be applied
on the cage, UV selection is not synced with the face selection in the
viewport.

This happens because the extraction, despite being in edit mode, is set
to `MESH` instead of `BMESH` (or `MAPPED` in some cases) like for CPU
subdivision, and since the mesh is not always synchrnised with the BMesh
the edit mode flags are not always updated.

With GPU subdivision, when creating the `MeshRenderData`, the condition
`has_mdata && do_final && editmesh_eval_final != editmesh_eval_cage` is
true which forces the `MESH` extraction. Following comment in D14485,
this replace the `has_mdata` in the condition with `use_mapped` which
solves the issue.

Differential Revision: https://developer.blender.org/D15248
2022-06-22 16:45:20 +02:00
5d3df1c296 Cleanup: remove unneeded code in eevee_bloom.
This had to be added to the previous commit.
2022-06-21 08:27:20 +02:00
3df6e75a26 Fix T98972: EEVEE Bloom Pass Outputs Final Image Instead of Bloom.
Regression introduced by {rBca37654b6327}. This commit reversed the
order of loading uniforms. The bloom renderpass used the previous
loading order to overwrite an existing uniform (bloomBaseAdd).

Due to the new ordering this doesn't work anymore where the render
pass outputted an image similar to the final image. This was fixed
by loading the correct value for bloomAddBase and remove the rewrite.
2022-06-21 08:20:26 +02:00
697363545f GPU subdiv: fix hidden faces in paint mode when hidden in edit mode
Pass `use_hide` to the compute shaders so that we can override the
hidden face flags, like CPU extraction is doing.
2022-06-21 07:39:37 +02:00
d7fbc5708a Fix T99016: GPU subdiv artifacts in weight paint with smooth shading
Flags in the smooth shading case were not properly set.
2022-06-21 06:25:08 +02:00
6a1cc0d855 Fix T99019 EEVEE: Regression: Specular BSDF does not apply occlusion
Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.

The final result matches 3.1 release
2022-06-20 16:33:04 +02:00
72a5bb8ba9 Fix artefacts with GPU subdiv and weight paint face selection
Addendum to previous fix, which was for point selection, this fixes the
face selection mode. The issue is caused by wrong flags used for paint
mode (the edit mode flag was always used). Also add back flag which was
accidentally removed in 16f5d51109.
2022-06-20 14:42:09 +02:00
b73a52302e Fix T98913: GPU Subdivision: "Show Wire" overlay glitch
Issue is caused by an off by one error which would map some edge loops to
the loops of some the next polygon in the list of polygon, which may not
be a topological neighbor.
2022-06-20 12:14:03 +02:00
ac4836af6a Cleanup: Remove unused argument, unnecessary struct keyword 2022-06-18 13:08:15 +02:00
3c2a2a6c96 Cleanup: Always store attribute name in attribute request
Previously the attribute name was only stored in the request for curves.
Instead, pass it as part of the "add request" function, so that it is
always used. Since the whole attribute pipeline is name-based,
this can simplify code in a few places.
2022-06-18 11:48:51 +02:00
8a3ff496a7 Cleanup: Remove unnecessary switch statement
The types are retrieved by the attribute matching above anyway,
there is no reason to have another switch based on the type.
2022-06-18 11:40:46 +02:00
18def163f8 Cleanup: Simplify syntax in curves draw cache file
Also remove some unnecessary logic and change a variable name.
2022-06-17 15:11:41 +02:00
96764c3a1f Cleanup: Remove redundant doxygen section
Also remove const for the object argument, since the object data
is logically modified by generating the data.
2022-06-17 09:44:46 +02:00
0ff7a7b3b5 Fix T98663: Eevee compilation error cryptomatte shaders.
On MacOS Eevee cyptomatte shaders fails as it doesn't ignore the `attrib_load`
parameter. I validated that removind the parameter works on Linux/AMD and MacOS
Intel. It could be that there are other platforms that require the dummy parameter.

If this should use a forward declaration and implement an emoty function in the
cryptomatte vertex shader.
2022-06-17 08:25:21 +02:00
f5dae5844c Fix T98699: Face dot colors in UV editor was using wrong color from theme 2022-06-15 19:41:37 +12:00
b83f33ffca Cleanup: Miscellaneous improvements to draw attribute extraction
- Remove unnecessary braces in switch statements
- Move `default` to the end of other switch items
- Use camel case for type names
- Use `BLI_assert_unreachable()`
2022-06-15 09:07:26 +02:00
ca9d65cc97 Fix T98813: crash with GPU subdiv in edit mode and instanced geometry
Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.

Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.

As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.

Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.

Differential Revision: https://developer.blender.org/D15184
2022-06-14 14:54:25 +02:00
67f5596f19 Fix T98866: GPU subdiv crash in edit mode with loose geometry
The BMesh case was missing when extracting the loose edges flags used for
display, so the code was crashing on unitialized `MEdge` pointer.
2022-06-14 01:39:28 +02:00
5ada2afb6d Cleanup: fix various typos
Found via codespell -q 3 -S ./intern,./extern -L ans,ba,bording,datas,eiter,fiter,hist,inout,lod,ot,parm,parms,pixelx,pres,te

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15155
2022-06-13 13:17:32 +02:00
16f5d51109 Fix T98735: GPU subdiv displays normals for all elements
The normals flags were not setup properly which made normals for all
elements (vertices, faces) to be drawn when using the normals overlay.
Also remove usage of uints for the flag in the APIs.
2022-06-13 06:20:46 +02:00
6a11cd036c Cleanup: Clang tidy 2022-06-10 10:29:35 +02:00
41c7c744eb Cleanup: use C-style comments, add missing doxy section 2022-06-09 21:31:08 +10:00
132e58610d Cleanup: spelling in comments & variables 2022-06-09 10:27:20 +10:00
84906d47dc Cleanup: format 2022-06-09 10:11:25 +10:00
530f2abb9b Cleanup: quiet warnings 2022-06-09 09:48:37 +10:00
285a68b7bb Sculpt: PBVH Draw Support for EEVEE
This patch adds support for PBVH drawing in EEVEE.

Notes:
  # PBVH_FACES only.  For Multires we'll need an API to get/cache attributes.  DynTopo support will be merged in later with sculpt-dev's DynTopo implementation.
  # Supports vertex color and UV attributes only; other types can be added fairly easily though.
  # Workbench only sends the active vertex color and UV layers to the GPU.
  # Added a new draw engine API method, DRW_cdlayer_attr_aliases_add.  Please review.
  # The vertex format object is now stored in the pbvh.

Reviewed By: Clément Foucault & Brecht Van Lommel & Jeroen Bakker
Differential Revision: https://developer.blender.org/D13897
Ref D13897
2022-06-08 12:30:01 -07:00
1a71f9d2b8 Curves: use radius of middle point to determine curve shape
See {rBb69aad60bda23a53482b2c2ae98715c23a715bc8}
for more details.
2022-06-08 16:52:13 +02:00
fe746b2738 Cleanup: Remove unnecessary namespace specification 2022-06-08 11:04:00 +02:00
9fda233897 Cleanup: Use const pointers in attribute API 2022-06-07 18:55:56 +02:00
627d42cd56 Merge branch 'blender-v3.2-release'
# Conflicts:
#	source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
2022-06-07 18:32:34 +02:00
391485f412 Fix EEVEE: Shader error when using volume temperature or color attributes
This bug was unreported. This was triggering a linking error caused by
the vertex shader not having a local version of `attr_load_temperature_post`
and `attr_load_color_post`.
2022-06-07 18:13:09 +02:00
60442b0292 Fix T98091: EEVEE: Volume: Crash caused by non-present grid
This was caused by the `copy_m4_m4` trying to copy the `object_to_texture`
from `drw_grid` which was `nullptr`.

Fixing this also exposed that rendering such volumes (without any valid
grid attributes) is not supported and we should follow what Cycles does.

Differential Revision: https://developer.blender.org/D15147
2022-06-07 18:12:19 +02:00
b69aad60bd Curves: use root/tip radius of the first curve in the viewport
Viewport drawing does not support a per point radius attribute yet.
Instead, it has a fixed set of radius parameters that are used for all
curves in the same object. Now those radii are retrieved from the
radius attribute of the points on the first curve. This allows users
to control the radius of curves to some degree until proper per-point
radius is supported.
2022-06-07 15:03:58 +02:00
2918a3a2a3 Cleanup: spelling in comments, minor formatting tweaks 2022-06-07 21:22:55 +10:00
4fc7e1a880 Cleanup: Correct comments 2022-06-07 11:55:52 +02:00
dcbbdc89ea Cleanup: Fix missing-braces warning in draw manager
Good side effect of the change is that it makes it so that the
size of an array is more likely to be calculated at a compile time.

More ideally we'll be using bli::Array instead of the bare array,
but that is outside of the scope of this change.
2022-06-07 10:35:33 +02:00
263371dc4e Cleanup: spelling in comments, additional white space 2022-06-07 15:01:03 +10:00
7eb2018a0b Fix Windows compiler error
This error was introduced in 176d7bcc2e

Fix provided by @deadpin
2022-06-06 09:42:36 +02:00
e37eebf16f Cleanup: Comments and formatting in mesh extract headers
Also remove accidentally committed WIP commented code.
2022-06-05 12:15:31 +02:00
176d7bcc2e Cleanup: Move remaining mesh draw code to C++
After this commit, all mesh data extraction and drawing code is in C++,
including headers, making it possible to use improved types for future
performance improvements and simplifications.

The only non-trivial changes are in `draw_cache_impl_mesh.cc`,
where use of certain features and macros in C necessitated larger
changes.

Differential Revision: https://developer.blender.org/D15088
2022-06-05 12:04:58 +02:00
db5ffdd1a4 Cleanup: Use const for retrieved custom data layers 2022-06-04 17:12:17 +02:00
5cc118fc09 Merge remote-tracking branch 'origin/blender-v3.2-release' 2022-06-03 17:10:16 +02:00
7f7ed8e098 Fix T98571: corrupted face selection drawing with GPU subdivision
Simple typo in rB55e3930b253e.
2022-06-03 17:09:44 +02:00
6b9a3be03d Cleanup: clang-format 2022-06-03 16:55:21 +02:00
d040e1da4f Constraints: introduce wrapper functions to access target lists.
Instead of directly accessing constraint-specific callbacks
in code all over blender, introduce two wrappers to retrieve
and free the target list.

This incidentally revealed a place within the Collada exporter
in BCAnimationSampler.cpp that didn't clean up after retrieving
the targets, resulting in a small memory leak. Fixing this should
be the only functional change in this commit.

This was split off from D9732.

Differential Revision: https://developer.blender.org/D13844
2022-06-03 16:18:26 +03:00