Commit Graph

694 Commits

Author SHA1 Message Date
180aff7b74 DRW: Fix viewport render always rendering with transparent background 2020-02-14 18:21:04 +01:00
b6572c5430 DRW: Fix color management in material/rendered mode
We only do exposure/gamma if not using scene lighting
2020-02-13 18:12:28 +01:00
fffb185dbf DRW: Fix debug drawcalls and annotation drawing 2020-02-12 16:55:05 +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
3685347b41 Selection: Add conservative rasterization to select really small objects
The conservative depth shader is ~4.5x slower than the normal one as it
uses geometry shader and fragment shader discard.

This patch also includes a hack to also fix the view parallel planar
geometry and the really small wire objects.

For some reason, the conservative raster fix does not work with normal
selection but does with box select.

This is a fix for T63356.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D6714
2020-02-04 15:20:15 +01:00
d09646a40b Fix T73095: Edit Mode Overlay Linked Mesh
When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
it is in edit mode, when another object with the same mesh is in edit mode.
This will not be the case when one of the objects are influenced by modifiers. The change
reflects more how it was done in Blender 2.79.

The current change introduces a draw manager method that checks in detail who is responsible
for the drawing (render engine or overlay engine). If the edit mesh is not the original or
the object that is drawn doesn't draw the original mesh the object will be drawn by the render
engine.

Known Limitation of this patch is that the rendering outside edit mode doesn't reflect the
latest changes until the user switches between object and edit mode. When there are no
modifiers in use, the updating is done immediately.

IMO this would be sufficient for blender 2.82, it also fixes parts of T72733.
The updating of the surface batches requires more development and is
post-poned for now.

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D6737
2020-02-04 07:46:15 +01:00
df36e1c5dd Fix T71091: Object restrict selection conflicts with pose selection
Support pose bone selection when the object has hide_select enabled.

This is consistent with how all other modes work.
2020-01-15 17:09:52 +11:00
60c6a74ce1 Fix T72152 DRW_debug_sphere Not Working After Overlay Refactor 2020-01-13 17:40:55 +01:00
84c1e57dfe Fix T72507: Depth of bones missing for navigation
Regression introduced in rBb11272a0
2019-12-17 10:34:49 -03:00
7878adf49c DrawManager: Disable Clipping in material/rendered mode
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
2019-12-11 16:58:14 +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
a8d29ad6e0 Fix T71558: Hair particles: Brush effect not occluded by emitter geometry 2019-11-28 13:41:11 -03:00
Dalai Felinto
dc5fa12bd3 Cleanup: Use BKE_object_is_visible elsewhere 2019-10-14 22:45:33 -03:00
dc2cd2d0dc Cleanup: clang-format, spelling 2019-10-10 10:29:50 +11:00
Dalai Felinto
0812949bbc Local Collections: Allow users to show hidden collections
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.

Design task: T61327

As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.

Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).

Reviewed by: brecht (thank you)

Differential Revision: D5992
2019-10-08 19:16:05 -03:00
Jeroen Bakker
0bdf4e2f2d Show Background Image Beneath Transparent Objects (Cycles only)
Camera background images were not shown under transparent objects.
This patch performs an alpha under for background images for cycles.

In order to see the difference the Film transparency needs to be turned on.

Note that workbench and EEVEE still needs to be adapted as they don't
write store alpha value in the viewport.

Side note. This implementation is already an improvement of the current behavior, what users are requesting. (Show background images underneath cycles viewport rendering.) It is clear that this patch still needs to be extended to workbench and eevee. For now that should be marked as a known limitation.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5437
2019-10-05 17:18:53 +02:00
df3891ed81 Fix T69377 Texture flickering when selecting in solid viewport (AMD Pro driver)
Workaround that does not fix the real issue.

The bug is caused by glBufferData inside
DRW_instance_buffer_finish > GPU_vertbuf_use
but only after the selection code which resets the number of items in
idatalist->pool_buffers.

I don't understand why this is happening as the vbo ids are all valid and
no error is reported. What is even more strange, is that it affects another
vbo which has no connection with the ones in DRW_instance_buffer_finish.
2019-09-27 15:31:18 +02:00
5356577e4c Cleanup: shadow warning 2019-09-20 10:23:37 +10:00
27642f24e1 Fix T69855: 3DView glitches involving depth buffer
The problem is that `DST.vmempool->passes` was not cleared, so passes
previously created in another drw function were being reused.
2019-09-19 17:25:25 -03:00
b11272a007 DRW: Deduplicate drw_draw_depth_loop functions 2019-09-19 17:25:25 -03:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
Dalai Felinto
92736a7b75 Per-Viewport Collection Visibility
Support per-viewport collection visibility options.

Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.

An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.

So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.

Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.

Reviewers: brecht, sergey
Subscribers: billreynish

Related task: T61327
Differential Revision: https://developer.blender.org/D5611
2019-09-13 12:37:35 -03:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
0ec6564668 Cleanup: unused headers (GPU) 2019-09-14 00:22:24 +10:00
73a199e96a Depsgraph: Pass bmain to depsgraph object creation
Currently unused, but will allow to keep of an owner of the depsgraph.

Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
2019-09-11 10:43:27 +02:00
6fc6f2504d Cleanup: use backslash for doxygen commands 2019-09-05 12:56:55 +10:00
fc99297411 Fix T66950: WeightPaint Bone Selection Overlay
In weightpaint it is possible to enable the bone selection mode. During
drawing the overlay was rendered, but during selection this was ignored.
Users needed to double click in order to select bones even when the overlay
was enabled.

This patch makes bone selection possible during weight painting using the pose mode bone
selection overlay with a single click.

Reviewed By: fclem, campbellbarton

Differential Revision: https://developer.blender.org/D5629
2019-09-03 14:09:44 +02:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
2aef1347f9 Cleanup: correct comments 2019-08-18 04:26:29 +10:00
c3d037e88f DRW: Fix couple of issues in DRW_draw_select_id
Theses 2 function calls are mandatory.
2019-08-17 17:27:28 +02:00
66bd96e0bb Cleanup: remove gawain reference 2019-08-17 01:17:30 +10:00
8f565f5a6f WM: reuse visible region calculation
Avoids calculating the visible part of a region whenever
on-screen overlays are drawn.
2019-08-16 06:44:25 +10:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
421280a3f7 Cleanup: remove unused member 2019-07-31 22:46:41 -03:00
3566b81c8b Refactor access to dependency graph
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.

Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.

This replaces OPTYPE_USE_EVAL_DATA which is now removed.

Some general rules about usage of accessors:

- Drawing is expected to happen from a fully evaluated dependency graph.
  There is now a function to access it, which will in the future control
  that dependency graph is actually evaluated.

  This check is not yet done because there are some things to be taken
  care about first: for example, post-update hooks might leave scene in
  a state where something is still tagged for update.

- All operators which needs to access evaluated state must use
  CTX_data_ensure_evaluated_depsgraph().

  This function replaces OPTYPE_USE_EVAL_DATA.

  The call is generally to be done in the very beginning of the
  operator, prior other logic (unless this is some comprehensive
  operator which might or might not need access to an evaluated state).

  This call is never to be used from a loop.

  If some utility function requires evaluated state of dependency graph
  the graph is to be passed as an explicit argument. This way it is
  clear that no evaluation happens in a loop or something like this.

- All cases which needs to know dependency graph pointer, but which
  doesn't want to actually evaluate it can use old-style function
  CTX_data_depsgraph_pointer(), assuming that underlying code will
  ensure dependency graph is evaluated prior to accessing it.

- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
  explicit and local about where dependency graph is being ensured.

This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.

Fixes T67454: Blender crash on rapid undo and select

Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.

Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut

Reviewers: brecht

Reviewed By: brecht

Subscribers: lichtwerk

Maniphest Tasks: T67454

Differential Revision: https://developer.blender.org/D5343
2019-07-31 16:55:15 +02:00
b9718299ea Fix crash clicking in the 3D view on startup
Setting the 3D view cursor on startup could crash because the
viewport hasn't been assigned to the region.
2019-07-30 21:43:40 +10:00
651d8bfd98 3D View: Move selection API to a Selection engine.
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.

Reviewers: campbellbarton, fclem

Subscribers: jbakker, brecht

Differential Revision: https://developer.blender.org/D5090
2019-07-30 06:46:59 -03:00
56ec8108e2 Fix T65850 Sculpt: Vertices not hidden if using shape keys 2019-07-10 13:23:54 +02:00
f9232c080d DrawManager: Crash Face Selection
Init the scene of the draw context when selecting. When using face dot selection on
when the subsurf modifier is active on the cage, the scene needs to be
valid. It is read from the context in the
`DRW_mesh_batch_cache_create_requested` and used in the `isDisabled`
method of the SubSurfModifier.

Reviewers: fclem, sergey

Differential Revision: https://developer.blender.org/D5214
2019-07-10 12:18:41 +02:00
a0f3ea7da3 Fix T62101: GPencil: selection order is wrong
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
2019-07-05 23:52:26 +02:00
9e8e479a52 Cleanup: Suppress warning
Introduced by previous commit
2019-07-04 15:44:49 +02:00
e2bf240cbf GreasePencil: Image render artifacts
When doing image rendering with grease pencil, it reused the view of
workbench or EEVEE. These views might be offsetted due to TAA.

This shifted the view a tiny bit. We will not reset the view in between
render engines.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5171
2019-07-04 15:41:36 +02:00
28fee762ae DRW: Fix Crash in DRW_draw_depth_object when object batch cache is not init
This can happen if the viewport is not redrawn before calling an operator
(frequent in python scripting).

Related to T64805
2019-07-01 15:46:28 +02:00
11dc736033 DrawManager: Sanatize default_view reset
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
2019-06-26 15:13:56 +02:00
fed6c1a970 Fix T62876: Camera Background Images
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
2019-06-21 09:53:51 +02:00
ab60fe2a12 Fix T65914: Workbench Transparency Film
When performing F12 render on a transparent film all solid objects where
a bit transparent. Single Pass AA and no AA passes were not visible at
all.

Issue was that the first frame was not handled correctly making these
artifacts. This commit changes the order of `GPU_state_init` and
`DRW_state_reset` so the state is correct during the first pass.
2019-06-19 16:20:02 +02:00