IK degrees of freedom is rendered using wires and a solid sphere. The
solid used the wireframe drawing what resulted into drawing glitches.
This patch adds a new shader to draw the solid shape.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8044
This removes the smooth shading rendering from the face set overlay when
smooth shading is enabled.
Reviewed By: jbakker
Maniphest Tasks: T74906, T74622, T75331, T76530
Differential Revision: https://developer.blender.org/D7105
This new method is only enabled if Overlay Smooth Wire is enabled.
This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
to the view and intersecting with other geometry.
Pros:
- Compared to a fullpass approach this is surely going to have less
performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.
{F8428014}
{F8428015}
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7233
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
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
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
This use the overlay AA pass to antialias the selection outlines.
This also do all search and expand in one pass and reduce the computation
time and memory used (2 x 32bit/pixel buffer less).
Note that the aliasing is a bit worse than the old FXAA that we used to have.
This Simplify and should also speedup the drawing a tiny bit.
We now discard the edges in the vertex shader by setting one of the verts
at vec4(0,0,0,0) to not produce any fragment
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