Commit Graph

4770 Commits

Author SHA1 Message Date
6c9ec1c893 Sculpt: Render Mask and Face Sets with modifiers active
This removes the limitation of the sculpt overlays not being visible
with modifiers active.

Reviewed By: fclem

Maniphest Tasks: T68900

Differential Revision: https://developer.blender.org/D8673
2020-09-18 19:30:51 +02:00
Pablo Dobarro
ea6cd1c8f0 Overlay: Fade Inactive Geometry
This implements a new overlay that blends the bakground color over the
objects that are not in the same mode as the active object, making
them fade with the background.
This is especially needed for sculpt mode as there is no other overlay
or indication in the viewport to display which object is active.

This is intended to be used with D7510 in order to have a faster
workflow when sculpting models with multiple objects.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D8679
2020-09-18 19:24:58 +02:00
5855f317a7 LookDev: Lock HDRI rotation to View
This adds an option for the HDRI rotation to follow the view rotation.
When this option is enabled, this allows EEVEE materials to be used as
matcaps for sculpting and painting.

This has an extra performance cost when orbiting around the model as the
lookdev cache needs to be recalculated, but in my test it is barely
noticeable.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D8566
2020-09-18 19:15:15 +02:00
0335c1fd21 GPencil: Implement Holdout materials
This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas.

After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass.

See T79878 for more details

Differential Revision: https://developer.blender.org/D8932
2020-09-18 18:28:17 +02:00
0cac3c79cc Fix T80927: UV Edges Not Visible When Repeat Image Active
When repeat image was active the image was drawn in the foreground
making most uv overlays not visible. This change creates a shared
defined value for repeating and not repeating images.
2020-09-18 18:00:12 +02:00
70eb24a575 Cleanup: warning (missing-braces) 2020-09-17 11:59:51 +10:00
1fb7f36acb Fix T79315 Normals Overlays broken with hidden geometry
Was caused by non-initialized variables before a return inside
the vertex shader.
2020-09-16 20:17:03 +02:00
Ankit Meel
6759b8a224 Cleanup: silence [-Wmissing-braces] warning.
Introduced in {rBd6525e8d133b787655bdb2c2fcef218591a457c3}

Compiler: Apple LLVM version 10.0.1 (clang-1001.0.46.4)
Target: x86_64-apple-darwin18.7.0
Thread model: posix
```
source/blender/draw/engines/image/image_shader.c:46:13: warning:
suggest braces around initialization of subobject [-Wmissing-braces]
} e_data = {0}; /* Engine data */
            ^
            {}
1 warning generated.
```

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8873
2020-09-16 23:22:55 +05:30
fa81e36f65 Fix T78653 Workbench: Broken Depth of Field in Viewport (Mac OSX)
The output layout was wrong and it's a mistery why it works on most
implementations since it's clearly a wrong usage.

Thanks @sebbas for helping narrowing down the issue.
2020-09-16 15:17:58 +02:00
27a5da4dc3 Cleanup: use uint8_t for various flags in curves
Previously, it was kind of a mess. In different places it was using `char`, `short` and `int`.

The changed properties are flags that are operated upon using bit operations. Therefore, the integer type should be unsigned. Since we only use 2 bits of these flags, `uint8_t` is large enough.

Especially note the change I had to make in `RNA_define.h` to make this work.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D8844
2020-09-16 12:23:23 +02:00
7cae58adf5 Fix T80800: Active UVMap Drawing
Regression introduced by D8234. In stead of using the active uv map, the
render uv map was drawn. This change will use the active uv map.
2020-09-16 11:19:47 +02:00
cee6518b5e Fix T80825: UV Editor UV Grid
Regression introduced by D8234.
2020-09-16 10:35:18 +02:00
e4eb1a71ee Fix building with tests enabled 2020-09-16 02:02:57 +02:00
fafc1fbd7f Fix T80107 Selection: Regression in Box selection
The Draw State now needs to be in sync with what the selection
code set. We query the state just before locking it.
2020-09-16 01:40:45 +02:00
6624c4c225 Fix T75061 Grease Pencil: MacOS: broken Gradient and Texture
There is a driver bug that makes all the end of the structure unreadable.
Workaround this by just declaring a vec4 an unpacking manually.
2020-09-16 00:03:12 +02:00
f137022f99 Liquid Simulation Display Options (GSoC 2020)
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.

**Major changes:**

=== Viewport Display ===

- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.

==== Grid Display ====

- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.

==== Vector Display ====

- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.

==== Coloring options for //gridlines// ====

- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.

- Also, made slicing and interpolation options available for Volume Object.

Reviewed By: JacquesLucke, sebbas

Differential Revision: https://developer.blender.org/D8705
2020-09-15 23:13:01 +05:30
dedd9ce0aa Fix T80787: Fix White edges when rendering transparent smoke
The UV/Image editor was doing interpolation including over the alpha
value what makes will render incorrectly when interpolating between pure
emissive colors and pre multiplied colors. This change disabled the
interpolation.
2020-09-15 15:43:19 +02:00
dd25d47e8a Cleanup: add missing headers to CMake, formatting 2020-09-15 22:53:44 +10:00
8f7ab26935 Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"
This reverts commit f492c8d488.
2020-09-15 14:33:22 +02:00
78ea6302f1 Fix T80746: Image blur in compositor creates halo from alpha
When applying alpha, an alpha of 0.0 was always ignored, creating the
Halo
2020-09-15 14:18:35 +02:00
f492c8d488 Image Editor: Make Rendering of Pure Emissive Colors Optional
There are some areas that don't handle pure emissive colors well. For
example erasing alpha using 2d or 3d painting. Or blurring an image in
the compositor.

This patch makes the rendering of pure emissive colors optional. In the
side panel of the Image editor it can still be enabled when needed.

There currently isn't a better place to store it as it is related on how
the image (or a layer of the image) is created. A future design needs to
make sure that the full workflow is supported.
2020-09-15 12:33:49 +02:00
d8a7d9deeb Fix Unreported: Repeat Image Regression
Regression introduced by c6210f9bac. The vertex shader still used the
old value for the SIMA_DRAW_FLAG_DO_REPEAT.
2020-09-15 10:34:12 +02:00
7b690619dd CleanUp: Fixed incorrect parameters to GPU_depth_test 2020-09-15 10:15:54 +02:00
26a827f254 Workbench: Depth Of Field: Fix regression in look and avoid implicit cast
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
2020-09-14 23:16:03 +02:00
7710de26d0 Workbench: Depth Of Field: Fix undefined behavior with using texelFetch
On MacOS + Intel Iris Graphics 6100 (may affect other config too), the
texelFetch operation bypass the base mip setting of the texture object.

Using textureLod with lod = 0.0 ensure the lowest (after clamping) mip will
always be selected.

Also disable the texture filtering for this sampler to avoid unecessary
fetches.

This should fix T78653 Blender 2.83 broken Depth of Field in Viewport
2020-09-14 23:05:52 +02:00
a040e8df36 GPU: Add debug groups
Debug groups makes it easier to view from where an error comes from.

The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
2020-09-14 17:30:25 +02:00
716ea15479 Fix T80770: UV Image Editor: Display Texture Paint UVs Not Working
When developing the image draw engine I wasn't aware of this option. But
now it is back.
2020-09-14 15:32:31 +02:00
c6210f9bac DrawManager: Resolve Assert in Image Engine
Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
2020-09-14 09:48:45 +02:00
0f61b27e93 DRW: Fix wrong use of GPU_blend
Use the enum instead of a boolean. Exibit n°5512 where typecast
warning would have find the error.
2020-09-14 01:10:25 +02:00
c1c53d3ae3 Cleanup: DRWManager: Remove deprecated pass_state functions
And also enable pass names when using `--debug-gpu` option.
2020-09-14 01:10:25 +02:00
ecfbc5fb55 Fix T80603 Workbench: Inverted alpha when rendering
This was caused by a left over DRWPass->state modification
that made the subsequent samples redraw without Blending enabled.
This led to incorrect blending.

The fix is to use the new API for pass instancing.
2020-09-14 01:10:25 +02:00
3ee2ca0d3c Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'
Rendering only to the depth buffer seems to need a valid fragment shader
with a color output on some platform.
2020-09-13 15:53:45 +02:00
f5ccf8727f CleanUp: Code folding
Incorrect code folding in recent commit
2020-09-13 11:15:37 +02:00
b52aeaadfb Cleanup: spelling, update function name in comments 2020-09-13 15:00:52 +10:00
2e4569abbc Fix remaining GL calls/type preventing from building due to recent cleanup 2020-09-12 19:48:52 +02:00
bf3f4da947 GPU: Fix wrong state before python callbacks
This was caused by a missing state apply.

We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.

This fixes some issues but a better general fix for all BGL would
be better.

This fix T80297 2.91 texture alpha is not transparent
2020-09-12 17:29:37 +02:00
6432fa488a Cleanup: Remove GLEW dependencies outside of GL module 2020-09-12 15:51:21 +02:00
136bdb561b GPU: Add Image Load Store extension support
This wraps the functionality used to speedup EEVEE volumetrics.

This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
2020-09-12 15:29:54 +02:00
1e3057f177 GPUTexture: Return NULL texture if data grid is NULL too
In a recent update to the fluids modifier (rB03c2439d96e8), I introduced a flush call that sets all grids to NULL if the frame is outside of the allowed frame range. This way, the texture creation function must also check if the data grid is NULL before trying to create a texture.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D8872
2020-09-11 18:57:56 +02:00
1025b5b924 Cleanup: make format 2020-09-11 11:21:53 +02:00
b2fc067854 Image Editor: Smooth Wire User Preferences
The old image editor has an option to enable the smooth wire drawing.
This option was stored per editor and disabled by default. This patch
connects the smooth wires in the UV/Image editor to `User Prefereces ->
Viewport -> Quality -> Smooth Wire [] Overlay`.

The old option is left in place and will be removed when the old image
editor drawing code will be removed before BCon 3.
2020-09-11 09:12:41 +02:00
d6525e8d13 Use DrawManager for Image/UV Editor
This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:

**Performance**:

Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.

**Alpha drawing**:

Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.

**Current Limitations**

Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.

**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.

The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.

The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8234
2020-09-11 08:08:46 +02:00
Aristotelis Dossas
4a82d792b0 Fix T79737: ERROR ACCESS VIOLATION when switching to eevee rendered view
This prevents Blender from crashing when switching
to rendered view and the grid_data is NULL in the
lightcache (due to possible corruption), by switching
to the fallback lightcache. The fix extends the solution
for possible corruption in the cube_data as well.

Fix T79737

Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8835
2020-09-10 14:33:08 +02:00
5badf16531 Cleanup: spelling 2020-09-10 09:45:25 +10:00
42e3eb8854 Fix T79038: Blender freezes on vertex paint on linked mesh data
This change promotes the work-a-round to the current solution.
There are options to solve this better, but needs more design.
2020-09-09 16:34:53 +02:00
842f52d418 Cleanup: Rename public "bUnit" functions
This commit renames the functions in "BKE_unit.h` to be consistent
with the naming in the rest of blenkernel.

bUnit_AsString -> BKE_unit_value_as_string_adaptive
bUnit_AsString2 -> BKE_unit_value_as_string
bUnit_ReplaceString -> BKE_unit_replace_string
bUnit_ApplyPreferredUnit -> BKE_unit_apply_preferred_unit
bUnit_ToUnitAltName -> BKE_unit_name_to_alt
bUnit_ClosestScalar -> BKE_unit_closest_scalar
bUnit_BaseScalar -> BKE_unit_base_scalar
bUnit_IsValid -> BKE_unit_is_valid
bUnit_GetSystem -> BKE_unit_system_get
bUnit_GetBaseUnit -> BKE_unit_base_get
bUnit_GetBaseUnitOfType -> BKE_unit_base_of_type_get
bUnit_GetName -> BKE_unit_name_get
bUnit_GetNameDisplay -> BKE_unit_display_name_get
bUnit_GetIdentifier -> BKE_unit_identifier_get
bUnit_GetScaler -> BKE_unit_scalar_get
bUnit_IsSuppressed -> BKE_unit_is_suppressed

Differential Revision: https://developer.blender.org/D8828
2020-09-09 08:41:15 -05:00
ab6f59ff3b GPU: Extract GPU Base Test case
The draw manager test case initialized ghost, gpu and draw manager. This
change splits the base test case to GPU specific and draw manager
specific test case.

The GPU test base test case will be used for low level GPU tests.
2020-09-08 13:23:10 +02:00
0d68f55789 DrawManager: Fixed memory leak in test cases
Memory leak is introduced as test cases reinitializes the GPU stack.
Added a call to GPU_backend_exit to fix this.

In GPU_backend_exit the GPU backend was destroyed but the pointer wasn't
reset for reuse. This patch also clears the pointer to be reused.
2020-09-08 13:23:04 +02:00
489aeabb9e DrawManager: Move tests in namespace
Using blender::draw::tests as namespaces.
2020-09-08 13:23:04 +02:00
a30ad3634d Cleanup: DRW: Replace 0 by NULL in GPU_context_create calls
This was left from a previous refactor.
2020-09-08 04:15:50 +02:00