Commit Graph

2645 Commits

Author SHA1 Message Date
8de1899c33 Sculpt-dev: bugfixes
* Fixed PBVH_FACES vcol draw bug.
* Fixed boundary smooth being turned on
  if its temp customdata layer exists.
* Fixed unnesting of brush panels from
  last commit improperly showing up
  in the workspace tab for sculpt
  instead of the brush tab.
2021-11-26 15:39:44 -08:00
7d870c75fb sculpt-dev: remove debug ATTR_NO_OPTS 2021-11-17 15:32:44 -08:00
5ce01b8ce8 * Sculpt-dev: pbvh draw cleanup
* PBVH drawing for eevee is now used for
  PBVH_FACES as well as PBVH_BMESH.
* PBVH_FACES now uses pbvh draw for eevee rendering
* Refactored gpu_pbvh_gpu_make_vcol_offs into a
  more general gpu_pbvh_gpu_make_attr_offs.
  This should be a usable alternative to using a generic
  attribute gpu system (whether the one that's #ifdef'd out
  in gpu_buffers.c, or the new one that hit master
  recently).
* Textured workbench draw mode now works for pbvh drawing.
* Fixed nasty stack overflow in dyntopo edge collapse.
2021-11-17 15:27:47 -08:00
a4ce7b6741 Sculpt-dev: fix pbvh draw getting gpu format
out of sync.

GPU_pbvh_update_attribute_names now returns a bool
if the format has changed.
2021-11-17 13:14:10 -08:00
e1cf0657d8 Merge branch 'master' into sculpt-dev 2021-11-14 02:35:23 -08:00
a72721a2ae Sculpt-dev: Performance improvements
* PBVH_BMESH construction is now partially
  threaded.
* Fixed n**2 behavior in freelist-based
  bmesh id implementation.  I'd really
  rather get range-tree faster, but
  this works as a stopgap.
* Removed a bunch of debug ATTR_NO_OPTs.
2021-11-13 01:13:47 -08:00
8b13cf5667 Cleanup: move 'imm_drawcircball' to 'gpu_immediate_util.c' 2021-11-12 16:30:01 -03:00
0569618578 Sculpt-dev: get vcol render layer working
* Mesh now has a render_color_index member.
  + We really need an attribute ref system
    based on (domain, type, name) triplets.
* RNA uses render_color_index in all three
  cases (loop colors, vert colors, and
         the generic attribute types).
* PBVH draw uses render_color_index too.
2021-11-09 00:11:03 -08:00
f0d0369506 Sculpt-dev: all vertex colors now live in single
UI list.

* Added an index to Mesh for active color attribute.
  This seems janky to me, shouldn't this (along
  with the active attribute index) be a
  domain, name, cdtype triplet?
* Added a little api to preserve the active attribute
  and color indices when changing mesh customdata
  layouts.  See above comment.
* The vertex color panel is now completely unified.
* TODO: allow setting render color layer (not sure how
  to do this).
2021-11-08 21:09:17 -08:00
78d62d9be7 Merge remote-tracking branch 'origin/temp-sculpt-colors' into sculpt-dev
This was necassary because sculpt colors is currently broken in master,
and temp-sculpt-colors hasn't been approved for merging to master
yet.
2021-11-08 17:55:19 -08:00
6c0da7cc81 Merge branch 'master' into temp-sculpt-colors 2021-11-08 13:17:16 -08:00
a3f4e93497 Merge branch 'master' into sculpt-dev 2021-11-08 13:16:18 -08:00
00734d5724 Fix T92807: Incorrect display planar tracking.
Issue introduced in {7e66616b7e15} where the shader was replaced with a
2d image shader. This patch reverts several commits that removed the 3d
image shader.
2021-11-05 14:51:55 +01:00
1a5ea3c8b3 Merge branch 'master' into temp-sculpt-colors 2021-11-03 13:03:43 -07:00
1dcc741f43 temp-sculpt-colors: commit patch 2021-11-03 12:15:13 -07:00
526e60d4f0 Cleanup: remove underscore prefix from variable
Avoid using underscore prefix since these typically mean the variable
shouldn't be accessed directly (it may be accessed from a macro,
or memory on the stack which is assigned to a pointer).

In this case a more meaningful name can be used for the argument
that was shadowed.
2021-10-27 17:10:39 +11:00
046a99d580 Cleanup: silence warnings
```
warning: assignment discards ‘const’ qualifier from pointer target
warning: declaration of ‘co’ shadows a parameter
```
2021-10-25 12:57:05 -03:00
Germano Cavalcante
a84f1c02d2 Assets: Snapping with visual feedback while dragging
The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.

Maniphest Tasks: T90198

Differential Revision: https://developer.blender.org/D12912
2021-10-25 11:57:26 -03:00
1d80f1a2b5 Merge branch 'master' into sculpt-dev
Also fixed bug with face set lasso
and face set from mask.
2021-10-20 09:20:19 -07:00
2289295555 GPUTexture: Fix assert when using stereo viewport with EEVEE
Stereo viewport means the depth buffer is use twice as often as a
framebuffer attachment.
2021-10-14 18:20:49 +02:00
e11ba956d2 Sculpt: various uv-related fixed
* The dyntopo collapse function now
  properly snaps UVs, including at
  island boundaries.
* PBVHTriBufs are now split by UVs
  (and face sets); this turned out
  to be surprising easy.
* Also fixed a few bugs relating to
  hiding/revealing stuff.
2021-10-06 21:54:10 -07:00
c2f2a8260c Merge branch 'master' into sculpt-dev 2021-10-06 18:33:08 -07:00
313c6811c3 Sculpt: fix nasty radius symmetry bug
* Brush radius wasn't being calculated correctly if symmetry was on.
* Unnessed SCULPT_run_commandlist, it now calls
  do_symmetrical_brush_actions instead of the reverse.
* Renamed MDynTopoVert to MSculptVert.  Old name didn't
  make sense given that all three PBVH types now use it.
  Mercifully it's never saved in files, and even if it
  somehow was saved the CD file loading code checks for
  that.
2021-10-06 13:35:22 -07:00
f6a8d745c2 Sculpt: fix broken ray casting of original data in pbvh
Not sure if this ever worked.
2021-10-06 01:46:25 -07:00
1d49293b80 DRW: Move buffer & temp textures & framebuffer management to DrawManager
This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.

This makes more sense and cleans-up what the GPUViewport holds

Also rewrites the Texture pool manager to be in C++.

This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.

There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.

Development: fclem, jbakker

Differential Revision: https://developer.blender.org/D11966
2021-10-05 09:39:54 +02:00
e557b2096a Sculpt: Fix topology rake updating original coordinates 2021-10-05 00:17:15 -07:00
2b66b372bc Cleanup: use doxygen sections 2021-10-05 11:10:25 +11:00
74f45ed9c5 Cleanup: spelling in comments 2021-10-03 12:13:29 +11:00
7327e15630 Merge branch 'master' into sculpt-dev 2021-10-02 03:22:22 -07:00
Charlie Jolly
be70827e6f Nodes: Add Float Curve for GN and Shader nodes.
Replacement for float curve in legacy Attribute Curve Map node.

Float Curve defaults to [0.0-1.0] range.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D12683
2021-09-30 19:24:40 +01:00
Lasse Foster
037e66999a FIX: T91697 Eevee Generated texture coordinates completly missing
This patch fixes Eevee-regression https://developer.blender.org/T91697

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D12634
2021-09-27 08:07:23 +02:00
3ac342dc6d Cleanup: clang format 2021-09-24 10:45:36 +02:00
Jeroen Bakker
6a88f83d67 Hair Info Length Attribute
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.

Reviewed By: #eevee_viewport, brecht

Differential Revision: https://developer.blender.org/D10481
2021-09-24 07:44:22 +02:00
d0493796a6 Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
2021-09-23 17:41:11 +02:00
754d56dcc1 Cleanup: spelling in comments 2021-09-23 15:42:44 +10:00
0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
627edd1efa Merge branch 'master' into temp_bmesh_multires 2021-09-16 13:44:21 -07:00
Jon Denning
e0394761b9 GPUShader: Expose name for debugging & identifying shaders
Added optional `name` argument to `GPUShader` constructor
(defaults to `pyGPUShader`), and added `name` getter to `GPUShader`.

Ref D12393

Reviewed By: campbellbarton, jbakker
2021-09-13 16:16:45 +10:00
2b20931707 Merge branch 'master' into temp_bmesh_multires 2021-09-02 00:02:20 -07:00
63dc286b01 Cleanup: Added const keywork to GPU_viewport_colorspace_set. 2021-08-31 13:24:42 +02:00
12f87d02c6 commit prior to small cleanup 2021-08-25 03:01:56 -07:00
f8dd0080a9 Cleanup: clang tidy
The parameter name was inconsistent between declaratation
and implementation.
2021-08-17 11:12:59 +02:00
83f94ebb6f Sculpt dyntopo: remove debug ATTR_NO_OPT's 2021-08-17 00:31:04 -07:00
9503751c83 Sculpt dyntopo
* Added a limited "fast draw" mode to pbvh drawing
  that tries to limit data sent to the GPU.
 - Facesets and mask data are disabled.
 - Indexed mode is forced.
 - Does not work (at all) for multires.

* Finally fixed some outstanding bmesh sculpt undo bugs:
 - Forgot to mark pbvh nodes to update their bounds, which
   produced a bug I had thought was caused by something else.
 - Hopefully fixed a long-standing occasional memory corruption
   bug.
2021-08-16 20:50:02 -07:00
eb278f5e12 XR: Color Depth Adjustments
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.

By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.

However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.

Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.

Reviewed By: Julian Eisel, Clément Foucault

Differential Revision: http://developer.blender.org/D9842
2021-08-16 11:46:09 +09:00
ab632243e6 Merge branch 'master' into temp_bmesh_multires 2021-08-15 18:14:41 -07:00
cbc671947a Fix T88033: Python reference memory leaks for non main data-blocks
ID data-blocks that could be accessed from Python and weren't freed
using BKE_id_free_ex did not release the Python reference count.

Add BKE_libblock_free_data_py function to clear the Python reference
in this case.

Add asserts to ensure no Python reference is held in situations
when ID's are copied for internal use (not exposed through the RNA API),
to ensure these kinds of leaks don't go by unnoticed again.
2021-08-11 17:10:02 +10:00
55615e2600 Cleanup: trailing space, remove BOM 2021-08-11 10:11:11 +10:00
fcd2d63b64 Fix 'GPU_matrix_unproject_3fv' not working with out-of-bounds points
To solve this, the unproject code was redone in order to simplify and optimize.
2021-08-10 18:06:52 -03:00
a80c381ec5 Sculpt Dyntopo: PBVH draw fixes
* The PBVH draw subsystem is now told whether any viewports
  have drawtype >= OB_MATERIAL before anything in any windows
  are drawn.  There are no alternatives given the design
  constraints of sculpting, where simply uploading data to the GPU
  quickly becomes a bottleneck.

* Fixed flat vcol shading mode.
2021-08-07 22:28:00 -07:00