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
The Pose Bone Selection used normal matric multiplication, but that
mismatched the Depth buffer from all draw engines. They used the
optimized matrices from common_view_lib.
This change will use the optimized version, so the depth buffer matches
and the render artifacts would be correct.
Please note that bone selection is not using shcfg and therefore render clipping is still off.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5100
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.
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
- Make edges darker in vert & face select mode (making more
contrast to not loose the topology). Downside is less select
edges visibility in vertex mode. But I'm confident that it's not
as painfull as it seems.
- Make select faces less saturated to have more color contrast
between select faces and edges.
- Make unselected faces white to increase contrast with faces and
edges. The brightening is negligeable for bright surfaces and
help readability on darker surfaces. Reminder that if the faces
overlays are too distracting (i.e: uv mapping, or texturing) they
can be toggled off in the overlay panel.
Reviewers: billreynish, campbellbarton, brecht
Reviewed By: billreynish, campbellbarton, brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D4941
This will have multiple benefit.
TODO detail benefits (culling, more explicit, handling of clipping planes)
For now the view usage is wrapped to make changes needed more progressive.
There may well be more vertex shaders that need this, but I couldn't find them
in my testing.
Differential Revision: https://developer.blender.org/D4921
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4707
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.
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
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
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
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.