Commit Graph

239 Commits

Author SHA1 Message Date
d65df10216 DRW: Add DRW_shgroup_is_empty and DRW_pass_is_empty 2018-07-30 14:18:55 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
db374d6658 DRWDebug: Add new debug functions for spheres and matrices. 2018-07-16 20:08:09 +02:00
c90a0d5dda DRW: Add new features from lightcache branch
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
  when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
  pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
  with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
  demand).
- Add union to access DRWMatrixState members more easily.
2018-07-10 15:31:34 +02:00
873d7f7e14 DrawData: Change drawdata to a generic struct shared accross ID types
This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
2018-07-10 15:31:34 +02:00
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +02:00
9d43ed521c Cleanup: abbreviate unsigned types (draw manager) 2018-07-08 12:49:03 +02:00
39678442e1 Cleanup: typos 2018-07-03 09:22:02 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00
95894421cb Workbench: Xray: Optimize and fix implementation.
There was a method explained in the Weighted Blended Order-Independent
Transparency paper to support hardware that does not support per render
target blending function.

So now only 2 geometry passes are required instead of 3 (one being the
outline/depth fill pass).

This also fix how the blending is done. There was some premult confusion
in the implementation.
2018-06-10 20:06:26 +02:00
a16d835f7b Wireframe: Frustum cull them. 2018-06-07 14:50:01 +02:00
Dalai Felinto
4e213d4216 Depsgraph iterator: Remove explicit mode
We can get the mode from the depsgraph itself.
2018-06-06 16:44:51 +02:00
101c277e3d Workbench: Shadows: Fix cap being clipped by far plane.
This was the last remaining problem with shadow volumes (that I know of).

Only extrude until we hit the far plane.
2018-06-04 17:33:34 +02:00
72a360827b T54991: Restore support for Motion Path drawing in 2.8
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).

Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
  Therefore, you can turn all of them on/off from the "Overlays" popover

* By and large, we have kept the same draw style as was used in 2.7
  Further changes can happen later following further design work.

* One change from 2.7 is that thicker lines are used by default (2px vs 1px)


Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
  These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
  conversion step on each drawcall). Instead, this has been moved to the calculation step
  (in blenkernel).  Soon, there will be some cleanups/improvements with those functions,
  so until then, we'll keep the bad level calls.


Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.


Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01 16:38:21 +02:00
ec6da3d72e DRW: Add new per drawcall option to bypass culling. 2018-05-30 12:25:20 +02:00
3bc0cb08b8 DRW: Add DRW_CALL_PROCEDURAL DRWCall type.
This mimics the behaviour of DRW_shgroup_empty_tri_batch_create and will
replace it eventually.

The advantage is that it's compatible with transform feedback.
2018-05-30 12:25:20 +02:00
d4ac65d003 Cleanup: use same 'depsgraph' name everywhere outside of DEG space.
'graph' is waaaayyyyy too generic name outside of DEG context, and
better try to use same name everywhere!
2018-05-29 12:07:48 +02:00
60ddea7758 Workbench: Shadows: Add frustum check and camera occlusion test.
If the object is manifold and the camera is in the shadow side, we can
use the depth fail method to fix the inverted shadow glitch.

Unfortunately this does not really work for non-manifold.

Implementation details:
We try to be as efficient as we can, we precompute camera near plane
projected into 2D shadow space so we can test for intersection with the
shadow boundbox easily.

As the intersection test is done in 2D it's pretty fast.
Unfortunately, this means the shadow bounds are all aligned to the same
space and are not the smallest bound we could extract.
2018-05-26 23:31:17 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
e561eef3ff Workbench: Revealage buffer 2018-05-24 09:28:29 +02:00
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
1b4916054e Armature: Cleanup: Remove unused function and use less silly wire drawing. 2018-05-16 18:46:35 +02:00
a25856f2a8 GPUShader/DRW: Add Transform Feedback support.
This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
2018-05-16 16:58:32 +02:00
361bc2bc50 Particle edit: Make visibility check to be per-particle system
This way we can see other particle systems while combing another one.
2018-05-15 17:20:02 +02:00
ef49a587d4 DRW: Add DRW_UNIFORM_FLOAT_COPY and DRW_UNIFORM_BOOL_COPY.
And also use a union instead of forcing the cast to void*.
2018-05-11 19:00:32 +02:00
10b9c86c80 DRW: Add DRW_view_layer_engine_data_ensure_ex. 2018-05-11 19:00:32 +02:00
f74c604646 Remove unused functions which will break with copy-on-write 2018-05-11 12:49:25 +02:00
327789eaf8 Draw manager: Add utility function to check whether particle systems are to be drawn 2018-05-11 12:49:25 +02:00
33f3298e28 Cleanup: use 'uint' in draw manager 2018-05-11 07:48:52 +02:00
29c650c3cc DRW: Add DRW_pass_state_add and DRW_pass_state_remove 2018-05-07 17:00:10 +02:00
2bc0c4ec59 DRW: Add DRW_STATE_WIRE_SMOOTH to draw smooth wires.
This is only useful if depth test/wire is disabled.
2018-05-06 18:36:47 +02:00
bb063ec31e DRW: Add DRW_viewport_far/near_distance_get functions. 2018-05-04 19:09:12 +02:00
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
ffca77814e DRW: Add plane culling test.
Usefull to see if the view frustum is totally behind a plane.
2018-05-03 16:08:14 +02:00
a56561dcd2 DRW: Make use of new multisample resolve pass. 2018-05-02 20:49:38 +02:00
33356b7be0 DRW: Add DRW_multisamples_resolve function
This manually resolve the content of a multisample FB to a single sample FB.

It resolves color (combine the 2 framebuffers in a logical maner keeping
depth buffer occlusion etc..) instead of a plain glBlitFramebuffer copy.
2018-05-02 20:49:38 +02:00
1fff3e02c2 DRW: Add DRW_STATE_BLEND_PREMUL blend mode. 2018-05-02 20:49:38 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
35220ccde0 Silhouette Overlap Overlay
Added Object Overlap Overlay

 - Added R32UI support to GPU_framebuffer
 - Added R32U support to draw manager
 - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data
 - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee.

Reviewers: fclem, brecht

Reviewed By: fclem

Subscribers: sergey

Tags: #code_quest

Maniphest Tasks: T54726

Differential Revision: https://developer.blender.org/D3174
2018-04-25 11:09:49 +02:00
2ff8f965df DRW: Add visibility callback function.
This add a callback function that runs after frustum culling test.

This callback returns the final visibility for this object.

Be aware that it's called for EVERY drawcalls that use this callback even
if their visibility has been cached.
2018-04-24 12:48:43 +02:00
358dfe6ac9 DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
2018-04-20 18:29:33 +02:00
ad648b7693 DRW: Add DRW_UNIFORM_INT_COPY.
This allow to use int uniforms that are not references. Convenient for ids.
2018-04-17 13:24:48 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
c2d4ba2ff5 GPU/DRW: Add GPU_R16UI format. 2018-04-16 19:38:58 +02:00
728816dbdc DRW: Override matrices: fix const correctness. 2018-04-15 22:23:51 +02:00
0cbf747ffa Draw manager: Make evaluation context a part of context state
This way we don't have to re-initialize the full evaluation
context in every area we need it.
2018-03-29 12:18:07 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00