Commit Graph

924 Commits

Author SHA1 Message Date
d5f3f4410d Missed adding file in recent commit 2019-08-27 01:53:00 +10:00
7fee153bf5 3D View: show selected object axis when affect origins is enabled
This replaces temporarily enabling draw-axis.
2019-08-27 01:46:03 +10:00
487cd7237c DRW: check exact draw flags before getting wire-frame color
Only some options need this.
2019-08-27 01:46:03 +10:00
4bf37bafc2 View3D Grid: fix imperial grid drawing
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.

Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.

No performance loss (almost no gain too).

Reviewers: fclem

Subscribers: zlsa, rl.amorato

Differential Revision: https://developer.blender.org/D4379
2019-08-19 12:05:57 -03:00
9c010c44f4 Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.

This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).

We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5424
2019-08-14 19:05:26 +02:00
7bc300a74b Fix T67587: Fix Drawing in Wireframe Non X-Ray Mode
When using Vertex or Weight paint mode on a wireframe the overlay was
blended with the background. In this case we now use alpha blending.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5340
2019-08-08 08:00:57 +02:00
66356dae94 Fix T67638: Stretched Camera Background Images
The matrices that projects background images in the 3d view
were incorrect. The root cause was that the coordinate systems were not
respected, that was most noticeable when rotating a stretched image.

We re-validated conversions of coordinate spaces (UV -> Image -> Camera -> Window)
and made sure that the rotation is done in image space.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D5431
2019-08-08 07:53:21 +02:00
694f9cb18c DrawManager: Fix Camera Images Interfere During Selection
When drawing the selection buffer the camera images were drawn. This
resulted in unneeded extra clicking for the user. This change will
ignore camera images during the selection.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5276
2019-08-06 08:26:43 +02:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
604fdb6e85 Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D3744
2019-07-31 14:27:35 +02:00
bfe580642f Fix background image rotation and offset
- Offset was halved & not compensating for non-square aspect.
- Rotation was flipped.
2019-07-24 22:32:17 +10:00
4fe0fafb87 Fix T67548: Camera background-image ignores shift
Regression from 2.79
2019-07-24 20:42:39 +10:00
5f140e61c2 DRW: lattice vertices were too small 2019-07-19 10:44:09 +10:00
5c8b1a1266 Fix edit-mode particle vertex draw size
Vertices were hard to see, draw the same size as edit-mesh vertices.
2019-07-18 20:11:18 +10:00
be5911571e Revert "Revert "Fix T63447 Particle system: No particles after switching from hair to ...""
This reverts commit 45761e4c7c.
2019-07-08 13:41:27 -03:00
45761e4c7c Revert "Fix T63447 Particle system: No particles after switching from hair to ..."
Problems with clang style

This reverts commit 8d6a5fb5d3.
2019-07-08 13:40:06 -03:00
8d6a5fb5d3 Fix T63447 Particle system: No particles after switching from hair to ...
... emitter type
2019-07-08 18:09:52 +02:00
1715c396e4 Fix T65534 Eevee don't respect active UVmap 2019-07-08 18:09:52 +02:00
d1349bd0c7 TexturePaint: Force Workbench Texture Color Mode
When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.

The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.

This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D5190
2019-07-05 15:21:11 +02:00
db8c93c02f DRW: add back gl_PointSize for AMD drivers 2019-07-05 21:42:35 +10:00
4125a330b9 Cleanup: remove redundant gl_PointSize assignment 2019-07-05 20:07:33 +10:00
e7325bedfb DRW: weight-paint wire overlay made vertex selection hard to see 2019-07-05 20:06:47 +10:00
57c26453f8 Fix T66295 Collection instance duplicates don't have selection outline
Was cause by shgroup reuse even if select state changed from previous dupli.

Also fixes T64438 Collection Instance object highlight wrong
2019-07-02 16:04:38 +02:00
a9635c6384 Cleanup: rename set_inverted_drawing, move to GPU_state 2019-07-02 12:34:27 +10:00
1044a3b657 Fix wrong usage of U.ui_scale, drawing code must use U.dpi_fac 2019-06-29 16:01:28 +02:00
b2c92d90c8 Cleanup: fix compiler warnings 2019-06-27 19:11:19 +02:00
c5eceb3582 Cleanup: EditMode: Remove uneeded shader depth bias
The bias is done using the DRWView now, no need to double it.
2019-06-27 17:02:22 +02:00
19d90c8602 Fix T66119: Assert editing Lattice 2019-06-27 17:02:22 +02:00
4b124143b1 ObjectMode: Fix selection points of LightGrids 2019-06-27 17:02:22 +02:00
c74ccf6a97 DRW: Fix point shaders not using gl_PointSize
All Shaders inside DRW should use gl_PointSize.
2019-06-27 17:02:22 +02:00
0f983e8540 Fix T65893: Edit Mesh Culling
The edit mesh is culled by object. When the object is not visible on
screen, the edit mesh may still be visible. This change will not  cull the
edit mesh anymore.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5144
2019-06-27 12:53:17 +02:00
e47ce1f2d6 Fix T65755 "In Front" (X-Ray) doesn't work with wire objects
We fix by separating the drawing of wire xray objects.

These wire objects gets drawn before normal wires and set the stencil to
0x0 just like the solid counterparts. Also a prepass is done to "dig"
through non-xray solid.
2019-06-26 12:03:59 +02:00
586a044d83 TexturePaint: Fix Shader Compilation 2019-06-25 08:07:50 +02:00
a699a9680b Fix T65812: Image empty has wrong aspect with limit texture size 2019-06-24 22:10:43 +10:00
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
a3a6cda8fb Fix T65745: Bone Selection X-Ray Drawing.
The Pose Bone Selection used normal matric multiplication, but that
mismatched the Depth buffer from all draw engines. They used the
optimized matrices from common_view_lib.

This change will use the optimized version, so the depth buffer matches
and the render artifacts would be correct.

Please note that bone selection is not using shcfg and therefore render clipping is still off.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5100
2019-06-21 09:47:03 +02:00
b30f3f6c19 Fix T65960 Crash on entering Edit Mode of BesierCurve with modifiers 2019-06-21 00:06:46 +02:00
2f77175fec Fix sculpt mask not visible in EEVEE
Differential Revision: https://developer.blender.org/D5092
2019-06-20 17:03:04 +02:00
4dc71367c7 Fix T65918 DRW: Crash when add a any modifier to a curve 2019-06-19 12:20:55 +02:00
2299e6d9ba Fix active face-dot color
Unlike edge/vert this was blending with the regular selection color.
2019-06-19 10:44:43 +10:00
7e4de74f25 3D View: draw edit-text selection on-top (x-ray)
This changes behavior from 2.7x, where selection & cursor could be
occluded by other objects.

Doing this without z-fighting in 2.8x isn't so simple because drawing
the text geometry is separated from edit-selection.

Change behavior since this doesn't seem like an important difference.

Fixes assert drawing text edit mode.
2019-06-19 08:05:59 +10:00
e85635b882 Cleanup: comment spelling 2019-06-17 08:05:58 +10:00
486755460a Cleanup: DRW: Remove one useless matrix multiplication 2019-06-14 19:17:06 +02:00
c058c33864 Edit Mode: Fix face alpha being too strong in xray mode
This make the xray & wireframe follows the same style as the solid
mode.
2019-06-11 17:49:19 +02:00
c84c59c81b Fix T65406 Edit Mode: Edge selection is below wireframe overlay
This was due to a double offset of the wireframe. We also reduce
the wireframe offset. The look of the wireframe overlay changes
a little with on distant wires.
2019-06-11 17:49:19 +02:00
fb03f50e06 Fix T64625: Eevee image textures with alpha have dark edges
Now texture storage of images is defined by the alpha mode of the image. The
downside of this is that there can be artifacts near alpha edges where pixels
with zero alpha bleed in. It also adds more code complexity since image textures
are no longer all stored the same way.

This changes allows us to keep using sRGB texture formats, which have edge
darkening when stored with premultiplied alpha. Game engines seems to generally
do the same thing, and we want to be compatible with them.
2019-06-07 20:51:40 +02:00
eeda9369b6 TexturePaint: Missing Texture Depth Test
Depth testing was off as it used the precomputed ModelView matrix. As
draw engines currently use a different approach the depth was sometimes
a bit off making the color disappear.

This change will use a different vertex shader that will write the
correct depth. I expected the same change to be needed in the bone
selection overlay but was not able to reproduce it.

Reviewed By: fclem

Maniphest Tasks: T64615

Differential Revision: https://developer.blender.org/D5006
2019-06-05 14:29:27 +02:00
6d143f3775 Fix T65389 Edit Mesh: Face dots are not shown in Xray mode 2019-06-05 14:21:26 +02:00
5361fc2c33 GPU: High Definition Color Buffer
For offscreen rendering a high definition color buffer is needed.
Without it there are banding issues when doing multi-sampling viewport
rendering.

Reviewed By: fclem

Maniphest Tasks: T65287

Differential Revision: https://developer.blender.org/D5009
2019-06-04 15:15:59 +02:00
ea3a652fbf Cleanup: style, use braces for draw (fxaa_lib) 2019-06-04 11:14:37 +10:00