This was because the VAOs were not updated if an instance batch was
reusing a VBO containing instances attributes which was reinitialized.
Now we ensure the Batch will reconfigure the VAOs if the VBO is 0.
Allows it to be preserved during copy-on-write update when on-geometry
related update is needed.
This is a required part for T63537, where we need to preserve the entire
evaluation data when object is tagged for only RECALC_COPY_ON_WRITE.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5023
Cheap tip: anything that is not "Camel Case" and/or that is more than
a few words long should use `TIP_` translation, not `IFACE_` one.
Also added several missing strings (including the one reported in D5056
by Jean First (@robbott), thanks).
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.
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.
The OpenGL state was not set to blender defaults when using
`DRW_render_to_image` path. This is only used when doing F12-rendering.
Cause of changes with the `RESTART_INDEX` hair rendering was rendering
the restart_index as an actual vertex index.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5039
This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.
Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.
Also adds descriptions for some RenderEngine settings.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5019
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
When using the world space cavity shader together with viewport or image
rendering only a single pattern was used. This was that the iteration of
the cavity shader was updated when the cache is initialized.
Now the cavity iteration is updated together when the TAA samples are
updated.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5021
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
The fix itself is by Germano Cavalcante (mano-wii).
But since I was investigating this with him, I'm including here an
assert in EDBM_select_id_bm_elem_get to help catching this sooner
in the future
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.
Centralize logic for when to use the PBVH for drawing, fix missing tests in
mask drawing, fix missing tests for multiple windows, only do more expensive
update for all viewports at end of the stroke.
The draw manager used to determine if the view transform should be
applied by checking if the scene was not rendered to an offscreen image.
As the sequencer and texture painting needs to render to an offscreen
image with the view transform applied we need to separate the
`do_color_management` from the `is_image_render`.
Reviewed By: fclem
Maniphest Tasks: T64849
Differential Revision: https://developer.blender.org/D4909
More accurate determination when to draw the PBVH and when to draw the
regular mesh. PBVH drawing is done for Multires, Dyntopo and normal
sculpting with no active modifiers.
Maniphest Tasks: T62070
Differential Revision: https://developer.blender.org/D4731
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.