Commit Graph

128 Commits

Author SHA1 Message Date
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
9dea69149a DRW: New function to retry stencil_mask value
This function is a workaround to use the stencil in grease pencil and reduce the number of clears.

Reviewed by @fclem.

Note: This function will be removed when draw manager supports stencil clearing by group.
2019-06-26 13:28:26 +02:00
0b73817c8c Add a new function to recover the next shading group.
After talking with @fclem, we decided to keep this as a workaround function waiting for the clearing operation to be available inside the shgroups.
2019-06-18 14:01:32 +02:00
f87bba0368 Fix T62282: multires sculpting does not update smooth normals
It may be good to move the normals update out of the drawing code. But it was
already there for the non-multires sculpt cases, and does not have an obvious
place since we bypass the depsgraph and want to avoid the cost of updating the
normals multiple times when multiple events are handled before a redraw.
2019-05-31 17:17:03 +02:00
151f69a5c2 Fix various missing updates in sculpt mode, when changing modifiers and dyntopo
This restores the code that updates the sculpt session and PBVH from dependency
graph evaluation.
2019-05-31 17:17:03 +02:00
493eaaf213 DRW: Fix crash when object has no bounding box 2019-05-30 19:33:48 +02:00
7cdd5ed7bd DRW: Add unit_state to avoid lots of DRWCallState duplication
A lot of drawcalls don't use the object's properties and don't
need a dedicated DRWCallState. We allocate a unique one at
the begining and use it for all calls that uses the default
unit matrix.
2019-05-30 13:43:34 +02:00
596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00
2783945b1b Eevee: Fix assert when displaying transparent film checker 2019-05-28 20:20:09 +02:00
c4e4b6872a DRW: Fix issue introduce in removal of DRW_STATE_POINT
Fix issue raised by mano-wii in rB97d22e12b521

Fix T65050 knife tool snapping indicator not visible
2019-05-28 17:19:42 +02:00
554af9c689 Cleanup: DRW: Make clipped shader use UBO clip planes 2019-05-27 12:58:14 +02:00
577d3498b4 Cleanup: DRW: Move WorldClipPlanes to builtin uniform 2019-05-27 12:58:14 +02:00
01f5ef82af Cleanup: EditMesh: Remove DRW_STATE_OFFSET_* 2019-05-27 12:58:14 +02:00
8b52619ff8 DRW/Eevee: Fix camera texture coordinates in renders
This patch fix the issue introduced by recent refactor and fixes
computation when using overscans.
2019-05-22 16:09:10 +02:00
7b3f64e12a Cleanup: DRW: Remove, rename stuffs 2019-05-22 13:29:05 +02:00
9f3010e1c0 DRW: DRWView: Finish refactor 2019-05-22 13:29:05 +02:00
800641a77f Eevee: Make Planar reflections work with the new DRWView system
Also get rid of clip_block which did the same as clipplanes inside
common_view_lib.glsl.
2019-05-22 13:29:05 +02:00
45c085a171 DRW: Add DRWView to improve different view handling
This will have multiple benefit.

TODO detail benefits (culling, more explicit, handling of clipping planes)

For now the view usage is wrapped to make changes needed more progressive.
2019-05-22 13:29:04 +02:00
6f893d6f05 GPU: double uniform names buffer size
Adding a constant yields quadratic time complexity which can
have quite a big impact on some scenes.

I used the file from T64901 for testing.
In the test file, the time it took to execute `wm_draw_update`
changed from `0.60s` to `0.51s`.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4916
2019-05-21 17:17:56 +02:00
2bb788d4cd Cleanup: Eevee: Remove custom volumetric matrix
This was the same as using the inverse obmat.
2019-05-17 13:38:42 +02:00
72a5e3f61a Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copy 2019-05-14 10:57:04 +02:00
92b4e96afe Cleanup: DRW: Remove unused Uniform types 2019-05-14 10:57:04 +02:00
be5192bbb9 Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add 2019-05-14 10:57:03 +02:00
8bc8a62c57 DRW: Refactor: Use DRWCall to accumulate per instance attributes
This is a big change that cleanup a lot of confusing code.
- The instancing/batching data buffer distribution in draw_instance_data.c.
- The selection & drawing code in draw_manager_exec.c
- Prety much every non-meshes object drawing (object_mode.c).

Most of the changes are just renaming but there still a chance a typo might
have sneek through.

The Batching/Instancing Shading groups are replace by DRWCallBuffers. This
is cleaner and conceptually more in line with what a DRWShadingGroup should
be.

There is still some little confusion in draw_common.c where some function
takes shgroup as input and some don't.
2019-05-14 10:57:03 +02:00
0e5da91f0a Cleanup: Remove DRWCallType
This simplify the rendering logic.
2019-05-14 10:57:03 +02:00
e0420097e3 Cleanup: DRW: Remove unused functions 2019-05-14 10:57:03 +02:00
754ecd61aa DRW: Change Procedural function to use a GPUBatch
This is in order to have VAO handled by thoses batches instead of using a
common VAO. Even if the VAO has no importance in these case using a batch
will help when transitioning to Vulkan.
2019-05-14 10:57:03 +02:00
b27492d078 DRW: Make Instance count not a pointer
Goal is still to simplify the draw manager.
2019-05-14 10:57:03 +02:00
ad0e95688d Cleanup: DRW: Remove pointers to materials 2019-05-14 10:57:03 +02:00
642c8010b2 DRW: Remove ModelViewMatrix and ModelViewMatrixInverse 2019-05-14 10:57:03 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00
0d8ab0eac6 DRW: Remove ModelViewMatrix Usage 2019-05-10 12:14:41 +02:00
60aede44ba Cleanup: DRW: Remove DRW_pass_free 2019-05-09 01:08:17 +02:00
e2d04229c3 DRW: Remove support for NormalMatrix 2019-05-09 00:27:11 +02:00
f2f62b184c DRW: Remove WorldNormalMatrix 2019-05-08 20:13:32 +02:00
7e380fd46a GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices.

This also cleanup some uneeded transformation.
2019-05-08 20:13:32 +02:00
3d759e2b09 Cleanup: DRW/GPU: Remove eye vector uniform 2019-05-08 17:52:49 +02:00
e053f6b1d8 DRW: Copy matrix in case of ModelMatrixInverse being used
ob->imat is garanteed to be valid by the depsgraph.
2019-05-08 17:52:48 +02:00
0b88cd5032 DRW: Change function orders to improve CPU cache efficiency
These changes seems to impact cache efficiency as it uses shgroup just
after creating a DRWCall before shgroup.
2019-05-08 17:52:48 +02:00
820a64b9e5 DRW: Replace BLI_mempool by BLI_memblock
This remove a avoid the big overhead present in BLI_mempool when it is
cleared.
2019-05-08 17:49:28 +02:00
ddb71e8c20 DRW: Remove is_negative_m4 per draw call
This had some cost in perf and is not needed most of the time. If the
drawcall really needs it, it should use a correct ob pointer.
2019-05-06 22:33:05 +02:00
fb3b2ab709 Cleanup: Remove unused code in sculpt_mode, workbench and draw manager 2019-05-04 14:11:04 +02:00
b2f1a65874 Sculpt: Refactor draw manager sculpt drawing mechanism
Workbench/Eevee now displays multiple multi-materials correctly.

Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.

This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
2019-05-04 14:11:04 +02:00
63f0e150ed Cleanup: comments (long lines) in draw 2019-05-01 10:51:10 +10:00
148c0aa0fa Fix T63178 Eevee animation render crash
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).

If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.

If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.

I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.

This add very little memory and computation overhead.
2019-04-23 20:35:02 +02:00
ee701baff8 Workbench: Support Active Vertex Color
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.

The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.

In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.

Fix: T57000

Reviewers: brecht, fclem

Differential Revision: https://developer.blender.org/D4694
2019-04-23 12:05:33 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
42dd888b98 Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case.

This also fix the Node texture coordinate that was suffering the same issue.
2019-03-28 22:08:54 +01:00
73b55a5508 Cleanup: style, use braces for draw 2019-03-28 01:14:03 +11:00
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00