Commit Graph

354 Commits

Author SHA1 Message Date
f2792e91f0 3D View: add opacity for sculpt mask display
This matches vertex/texture paint opacity options.

Useful because 0.75 is sometimes too dark to see the surface shading.

Resolves T63746
2019-04-20 12:03:57 +02:00
6c83c92862 Edit Mode: Change face mode edges display
This improve visibility in edit face select mode by using the face select color
instead of the edge select color (which is in default theme a bit more red). Also
makes the selected edges in this mode a bit more opaque (0.75 instead of  0.4).
Full opacity is still reserved for edge select mode.
2019-04-19 15:19:43 +02:00
7d78474941 AMD glitch: missing changes in f41ab375f3
It was committed an earlier version of the patch which missed these changes.

Differential Revision: https://developer.blender.org/D4700
2019-04-18 10:54:03 -03:00
4c11e57316 Cleanup: add 'if 0' comment why code is repeated
Avoid potentially adding back the problem in the future.
2019-04-18 15:19:47 +02:00
f41ab375f3 Fix T62792: AMD glitch when clipping region in edit mode.
The `AMD Radeon HD 7600M` compiler is usually buggy for Geometry Shaders.
In this case, indexing was causing problems in `gl_in[i].gl_ClipDistance[0]`.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D4700
2019-04-18 10:09:34 -03:00
1a4b60c30d Edit Mode: Rework display to differentiate selection modes
This removes the large edges and instead use colors to hint in which
selection mode the user is.

The component in each individual selection mode is more prominent to add
more emphasis. The other components are less prominent and dimmed.

A minor default theme changes needed to be made to keep clarity in all
combinations.

Forcing old behavior (no selection mode hit) could be done quite easily
by just making the 2 booleans true (selectFaces and selectEdges).

Reviewers: campbellbarton, billreynish

Reviewed By: campbellbarton, billreynish

Subscribers: ThinkingPolygons

Maniphest Tasks: T1234

Differential Revision: https://developer.blender.org/D4526
2019-04-17 19:37:12 +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
af3f4f29e4 DRW: Fix hair count being limited by recent refactor
This was making Autumn being half naked.

Issue was introduced by rBe72dc667c4d3
2019-04-04 14:44:19 +02:00
51f8e51d78 Edit Mesh: Fix interpolation of gradient on edit edges
This fix some issue with the AA on edit mesh edges.
2019-03-26 15:11:31 +01:00
3aeb44cd79 Fix T62260 edges display bug on big geometries when looked up close 2019-03-26 15:11:31 +01:00
abd18f6ec0 Cleanup: style 2019-03-25 11:42:28 +11:00
177623dd40 Implement Stencil Mask Drawing for Texture Painting
Stencil mask drawing was not implemented yet. This commit will implement this for texture painting.
It brings the state back to how it was for B279.

Reviewed By: fclem

Maniphest Tasks: T58727

Differential Revision: https://developer.blender.org/D4570
2019-03-22 08:21:12 +01:00
c5fc861172 Fix T58550 Dragged in images dont overlap properly
This patch adds a new "Use Alpha" option on image empties to avoid ordering
issue of reference images.

If ordering is not important, "Use Alpha" can be enabled to provide
transparency and alpha blending support.
2019-03-20 16:33:49 +01:00
e72dc667c4 Fix T61475 Particle edit does not render children if path step > 7
Gives 2 more bits to the segment count. Also subtract 1 because segment
count cannot be negative.
2019-03-19 14:26:30 +01:00
e7fd6c8f30 Cleanup: comment blocks 2019-03-19 15:17:46 +11:00
37af7ce779 DRW: support clipping for armature bone axes
Also minor changes to make empty axis match armature axis.
2019-03-16 18:43:36 +11:00
c55fb58e8a DRW: support clipping for envelope armature draw type 2019-03-16 18:26:16 +11:00
9ad156374f Fix T60171: Hair Particles Not Displaying in Viewport
This patch fixes T60171 by adding a dummy read from the `dummy` vertex attribute to `hair_get_pos_tan_binor_time` in `common_hair_lib.glsl`. Confirmed to work on my machine (macOS 10.14.4 Beta, Radeon R​9 M295X).

According to my experiments regarding this issue, the problem is triggered when all of the following conditions are met: (a) the shader has no vertex reads; (b) the index buffer is ≥ 256KiB. I can't really give an explanation of this misbehavior because of the video driver's closed-source nature.

Reviewers: fclem

Reviewed By: fclem

Subscribers: zeddb

Maniphest Tasks: T60171

Differential Revision: https://developer.blender.org/D4490
2019-03-10 03:57:27 +01:00
fbfdfcb947 DRW: Fix hair OSX workaround having a cap limit
This is still is a dirty workaround.

Note that we are drawing the whole sets of point multiple times. While this
is ineficient, the main bottleneck is CPU transformation.
2019-03-07 03:22:57 +01:00
6fd0d810b4 DRW: support clipping for bone verts 2019-03-06 01:26:30 +11:00
89db684d82 Preferences: Add option to disable edit-mode wire Antialiasing
Requested by some users who prefer old wireframe precision.

Smooth wires are still enabled by defaults as they don't have a noticeable
perf impact.

Application restart is needed for changes to take effects.
2019-03-04 19:18:12 +01:00
ae977d13f8 Improve slightly the stability of wireframes in old GPUs from AMD.
Tested on `AMD Radeon HD 7570M`.
The reason for crash reduction is still unknown.
2019-03-02 21:01:13 -03:00
680c7209ec Hair Particle: Fix issue on OSX due to hardware accelerated subdivision
Workaround to tranform feedback not working on mac.
On some system it crashes (see T58489) and on some other it outputs
garbage (see T60171).

So instead of using transform feedback we render to a texture,
readback the result to system memory and reupload as VBO data.
It is really not ideal performance wise, but it is the simplest
and the most local workaround that still uses the power of the GPU.

This should fix T59426, T60171 and T58489.
2019-02-28 22:56:45 +01:00
60a1ccbe2c DRW: use active color for face dot
Matches active vert/edge modes.
2019-02-28 14:57:03 +11:00
1079742db9 Cleanup: rename lamp -> light 2019-02-27 12:26:49 +11:00
1381a4a948 Sculpt Overlay: Fix mask drawn as flat shaded when smooth shading enabled
Removes the flat shader variant since the attrib is specified for each vert
loop in flat shaded mode. It was something leftover from the previous
implementation.
2019-02-22 04:03:59 +01:00
4f0b61f15b Fix T61791: Motion path step is not taken into account 2019-02-21 13:28:53 +01:00
9ab99ff26b Sculpt Draw: Add support for wireframe geometry
This introduce the wireframe batches. Creating the indices buffer does
not seems to slow down the sculpt in my testing (but it is kind of hard to
test reliably)

This includes a bit of cleanup in gpu_buffers.c.
2019-02-18 14:17:57 +01:00
2cccffd20b Wireframe: Add workaround for osx wide wires 2019-02-18 14:17:57 +01:00
600da00a94 Wireframe: Add depth offset to prevent zfighting of wireframe overlay 2019-02-18 14:17:57 +01:00
e49d955541 Wireframe: Refactor to use GL_LINES instead of triangles with alpha blend
This gets rid of the progressive fading of the edges as it does not work
with depth perception (sorting problem with alpha blending).
2019-02-18 14:17:57 +01:00
9478ac701b DRW: use light wire for weight paint mode
Black wire can be hard to see against dark blue,
especially when shading is enabled.

Use light grey, matches 2.7x.
2019-02-14 15:22:58 +11:00
7280d9d1e4 DRW: Increase weight paint wire depth bias
By default wire would z-fight against the surface.
Increase the bias, also don't adjust the 'w' component
since it causes bias that depends on the view direction.
2019-02-14 15:22:58 +11:00
37b7a5c8b8 Fix vertex/weight paint showing edge selection
When vertex/face selection are disabled - show all wire
ignoring selection & hidden state.
2019-02-14 12:40:21 +11:00
d07cde8de8 Fix T61374 : vertex not visible/selectable if it is at objects origin
It was caused by Null normal if the vertex is at origin. Just add a small
bias to avoid this case.
2019-02-11 14:38:14 +01:00
813800f143 DRW: support clipping for stick & wire bones 2019-02-08 23:21:22 +11:00
e418777109 DRW: edit-mesh edge clipping broke in recent update 2019-02-08 22:06:14 +11:00
aa7b013bd5 Edit Mode: Make active face hint part of the face color
This remove the hint on the face edges. This is because the hint was
displayed on both sides and was requiring to draw every edges twice.
2019-02-07 17:47:55 +01:00
a710af2b25 Edit Mesh: Rework new implementation and use geometry shader to draw lines
This make it (theoriticaly) compatible with all supported hardware with
consistent results.

Also we now draw the lines with analytic anti-aliasing instead of relying
on MSAA (which offers less benefits in our case).

The remaining aliasing comes from edges cut in half by the mesh which is
not rendered with MSAA. Hopefully this is not too much distracting and only
happen if the face is almost parallel to the view.
2019-02-07 17:30:10 +01:00
9b774dfa3b Edit Mode: Fix geometry shader workaround not respecting aspect ratio 2019-02-07 17:30:10 +01:00
7325035e60 DRW: support clipping for octahedral & box bones 2019-02-07 08:03:56 +11:00
e8292466bc DRW: Support edit-metaball clipping 2019-02-07 00:07:30 +11:00
3e6ebdd2a6 DRW: Support edit-curve clipping 2019-02-06 23:25:31 +11:00
dbd7f36da8 GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.

It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.

- Clipping distances are now supported as a shader configuration
  for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
2019-02-06 09:15:16 +11:00
773f3428cf Edit Mesh: Add workaround for system that does not support wide lines
This adds a new geometry shader (specific to edit mesh for now) that
reproduces the effect of glLineWidth > 1.0, since this is not supported on
all platform.

This fix could be generalized to other shaders later.
2019-02-05 15:02:15 +01:00
a131514d0f Edit Mesh: Fix some problem with new implementation
- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
2019-02-05 15:02:15 +01:00
112cf6eadf Edit Mesh: Remove old unused code and files
Cleanup after recent refactor.
2019-02-05 15:02:15 +01:00
86193d25db Edit Mesh: Refactor Edit cage drawing to use old style drawing
This is work in progress. Look is not final.

This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.

We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.

This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the

This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
2019-02-05 15:02:15 +01:00
851d58b34f DRW: support clipping for all lamp types 2019-01-29 20:27:28 +11:00
68cab3aff6 Cleanup: replace attrib w/ attr
Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
2019-01-29 08:32:25 +11:00