Commit Graph

150 Commits

Author SHA1 Message Date
ffa23b6c77 GPencil: Fix unreported Vertex Opacity Overlay not working
This values was not working because was removed by error in refactor.

Reviewed By: mendio, fclem

Differential Revision: https://developer.blender.org/D8061
2020-06-17 22:42:49 +02:00
4184371fb0 Fix T77156: GPencil view layer filter by layer not working
This was removed by error during the refactor done in 2.83.

Differential Revision: https://developer.blender.org/D7909

Reviewers: @fclem
2020-06-03 15:57:09 +02:00
59bfcd8c5d Cleanup: DRW: Remove persistent uniform functions 2020-06-03 11:02:56 +02:00
c7a7dc743d Cleanup: DRW: Remove array suffix from uniform name 2020-05-28 13:42:11 +02:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
b0c1184875 Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macro
These headers are not needed right away, but will be in the upcoming
commit.
2020-04-03 19:27:42 +02:00
622e1591da GPencil: Fix unreported fade object when no Gpencil object is selected
Only must fade if the active object is a GPencil.
2020-03-26 13:17:22 +01:00
1e4f6b231c Cleanup: use static declaration 2020-03-22 11:51:15 +11:00
1e8dfe79c6 GPencil: Fade to Viewport color
Actually, the fade objects always fade to Black color, but this is not a good solution.

This patch fade the object to the viewport color.

Differential Revision: https://developer.blender.org/D7206
2020-03-21 20:29:17 +01:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
8b2072868d Cleanup: spelling 2020-03-11 21:39:56 +11:00
9c5a120ba2 GPencil: Use high precision float buffer for final rendering
This avoid color drifting due to R11G11B10 buffers.
2020-03-10 18:17:42 +01:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
b2ee1770d4 Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.

This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.

Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.

Also ran clan clang format on affected files.
2020-03-06 17:19:23 +01:00
8e4d5740c8 GPencil: Disable multisampling as it is not supported anymore
Another AA method is comming in the GPencil refactor.
2020-02-12 18:43:10 +01:00
00e012d564 GPencil: Fix colormanagement broken by recent refactor
This is a quick fix that should work until the GPencil refactor lands.
2020-02-12 18:21:53 +01:00
88210a6ddf Cleanup: warning 2020-02-12 12:08:14 +11:00
804e90b42d DRW: Color Management improvement
Reviewed By: brecht sergey jbakker

Differential Revision: http://developer.blender.org/D6729
2020-02-11 15:19:04 +01:00
56116bbdf4 Cleanup/refactor: Rename BKE_library files to BKE_lib.
Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.

Part of T72604.
2020-02-10 13:00:42 +01:00
1bc2a98a9d T73589: Code Quality: Renaming on BKE_material.h
Old Name                             New Name
=========                            =========
init_def_material                    BKE_materials_init
BKE_material_gpencil_default_free    BKE_materials_exit
test_object_materials                BKE_object_materials_test
test_all_objects_materials           BKE_objects_materials_test_all
give_matarar                         BKE_object_material_array
give_totcolp                         BKE_object_material_num
give_current_material_p              BKE_object_material_get_p
give_current_material                BKE_object_material_get
assign_material                      BKE_object_material_assign
assign_matarar                       BKE_object_material_array_assign
give_matarar_id                      BKE_id_material_array
give_totcolp_id                      BKE_id_material_num
assign_material_id                   BKE_id_material_assign
clear_matcopybuf                     BKE_material_copybuf_clear
free_matcopybuf                      BKE_material_copybuf_free
copy_matcopybuf                      BKE_material_copybuf_copy
paste_matcopybuf                     BKE_material_copybuf_paste
BKE_material_init_gpencil_settings   BKE_gpencil_material_attr_init
BKE_material_add_gpencil             BKE_gpencil_material_add
BKE_material_gpencil_get             BKE_gpencil_material
BKE_material_gpencil_default_get     BKE_gpencil_material_default
BKE_material_gpencil_settings_get    BKE_gpencil_material_settings
2020-02-05 15:56:50 +01:00
dfb4a2e907 Fix T72862: Viewport Render doesn't render Grease Pencil Overlays, Shading
Fix by @campbellbarton
2020-01-27 11:34:00 +01:00
9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00
dcf57e34f3 GPencil: Fix unreported problem when use Onion Skin in several windows
The onion skin was nos displayed in secondary screens when disable the Onion switch or the Overlay in the main window.

Added a check to verify if the main overlay and onion switches are enabled in any screen in order to generate the cache data.

This is required to generate the onion skin and limit the times the cache is updated because the cache is generated only in the first screen and if the first screen has the onion disabled the cache for onion skin is not generated. The loop adds time, but always is faster than regenerate the cache all the times.

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D6049
2019-10-16 10:33:39 +02:00
Antonio Vazquez
ddd40985e7 Fix T70399: Grease Pencil Canvas Grid Overlay Broken after DRW refactor
Now the grid matrix is calculated when the shading group is created.

Also, the grid pass is only created when needed and reduce memory usage when the scene is not using grease pencil objects.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5966
2019-10-02 15:33:20 +02:00
886adbbe49 Cleanup: Fix comment mistake 2019-09-21 17:18:11 +02:00
6f7a64b57f GPencil: Create blank texture only once by engine
This texture is used for missing textures as replace.

Differential Revision: https://developer.blender.org/D5845
2019-09-18 20:55:38 +02:00
3a08153d7a DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-17 15:16:43 +02:00
fd5c1972cd Revert "DRW: Refactor to support draw call batching"
This reverts commit ce34a6b0d7.
2019-09-13 23:03:10 +02:00
ce34a6b0d7 DRW: Refactor to support draw call batching
Reviewers: brecht

Differential Revision: D4997
2019-09-13 17:32:18 +02:00
ee4ec69b28 Fix T66924 : Move GPencil Modifiers evaluation to Depsgraph
Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place.

This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes.

Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data.

As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5470
2019-08-23 23:10:48 +02:00
9e54e6bdc5 Cleanup: Minor change to previous commit 2019-08-15 13:17:28 +02:00
143a44caeb GPencil: Fix unreported missing VFX in Video Editor
As the video editor mode is not Render mode the VFX was omitted.

Now, the mode is only checked for View3D.
2019-08-15 13:15:15 +02:00
7f29fc7415 Fix T65691: GPencil Drawing long strokes turn invisible
There was a fixed limit to the number of points available in a buffer stroke.

Now, the array is expanded as needed using a predefined number of points for each expansion, instead to add one by one. This is done to reduce the number of times the memory allocation is required.

As part of the fix, some variables have been renamed to reflect better their use.
2019-07-30 17:11:56 +02:00
a0f3ea7da3 Fix T62101: GPencil: selection order is wrong
Following the advices of @Germano Cavalcante (mano-wii) , I have exposed as a workaround the free function to be called from draw manager for selection.

Now, the free function is not called for selection inside gpencil draw_scene, but it's called from draw_manager.c.

The real fix would be create a new Scene_finish callback in draw manager, but as the release of 2.80 is almost here, we fix this with a workaround that must be removed when new callback is in place.

Differential Revision: http://developer.blender.org/D5193
2019-07-05 23:52:26 +02:00
dee6fe1441 GPencil: Rename "Clamp Layer" to "Mask Layer"
The old name was not meaning what this option does. Dtected while writting the manual.
2019-06-28 14:24:23 +02:00
58996e3057 Cleanup: GPencil remove DRW_ prefix for internal functions.
The prefix DRW_ must be used only for modules inside Draw Manager and not in the Engines.
2019-06-27 16:42:38 +02:00
57bb575aa8 Fix T65958: GPencil glitches in line strokes with alpha
Following @fclem comments, I have implemented the use of Stencil for Solid line strokes. For Dots, Boxes and Lines with texture, the stencil is not activated because "kill" some artistic effects.

We have done test in greasepencil-object branch and all it's working as expected and the FPS are equal, so the stencil hasn't any appreciable impact in the drawing time.

The Stencil is used in groups of 255 and the passes are done in the same way. If the stencil is not use for the type of stroke (Dot/Box/Texture), the drawing is grouped as much as possible to reduce GPU overhead and limit the times the stencil bit must be cleared.

For doing this patch I had to add 2 new functions for reading private data to Draw manager. We decided add these function as a temporary solution while the Draw Manager implements the option to clear the stencil by groups. When this option will be implemented, these functions must be removed.

Thanks to Clément for his help and support. It's always a pleasure working with him.

Review by: @fclem
Testers: @mendio @pepeland
See D5126 for more details
2019-06-26 13:38:10 +02:00
ab94926483 GPencil: Fix Fast Drawing and MSAA disabled in previous commit
The previous commit disable the fast drawing if the background texture was not ready, but it did not detect the Painting mode, so the fast was always disabled.

Now the check is done inside paint mode.
2019-06-22 17:47:00 +02:00
d51ad19f8c GPencil: Don't use MSAA for background texture
This texture has already the MSAA applied.
2019-06-22 17:11:53 +02:00
8bf1977d31 Fix T65955: GPencil: drawing shapes on surface causes intense viewport flickering
There were some problems in the engine because the data was saved inside e_data struct, but this struct is reset sometimes and the background texture is not valid.

Now, the data has been moved to stl->g_data and all creation and free has been moved to use stl->g_data. This fix also some small memory leak for the Buffer GPUBatch data.

The background texture has been moved to texture list because must be available all the time. When is not drawing, the texture is removed to safe memory. Also, if the mode is painting and the texture is not ready because it was removed by Draw Manager, the texture is reloaded with the background image again. This ensure the background image is always visible when painting.

Also I have used this patch to reduce the size of texture used for background to 16F instead of 32F and the blank texture to 1x1 pixels instead of 16x16.

Reviewed by: @fclem

See D5115 for more details
2019-06-22 16:50:01 +02:00
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
0fd96b4128 Cleanup: spelling 2019-06-15 09:24:38 +10:00
e0c98e18f9 GPencil: Remove blend_opacity from shader
The opacity was already used and using it in the shader only duplicate the blend.
2019-06-13 13:33:04 +02:00
4620bd4f79 GPencil: Cleanup some comments 2019-05-31 16:55:06 +02:00
23064248d7 DrawManager: Color Management
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
2019-05-31 12:44:18 +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
32a2bfddcb GPencil: Remove uneeded storage->unit_matrix
When passing NULL to DRW_shgroup_call(), ModelMatrix is assumed
to be unitmat.
2019-05-30 13:42:21 +02:00
0f8746e724 GPencil: Rename Blend mode "Normal" to "Regular"
The UI used "Regular" already, but internally the code didn't.
2019-05-30 13:23:26 +02:00
fee600f479 GPencil: Cleanup - Remove storage Grid matrix and replace with local variable
Now the matrix is copied when creating shading group and don't need to be saved in storage.
2019-05-29 20:17:46 +02:00
5778e616e5 GPencil: Minor cleanup 2019-05-28 15:55:31 +02:00