Commit Graph

91 Commits

Author SHA1 Message Date
32ab0647a5 DRW: Implement Hair Weight drawing
Fixes T57931 Particle weight edit mode is not supported.

There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
2018-11-27 13:49:22 +01:00
7d32d87a86 Viewport: implement hiding faces in paint modes.
In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D3989
2018-11-26 20:26:29 +03:00
ff6e61f09a DRW: Support Wireframe for metaball objects 2018-11-23 18:03:18 +01:00
1ec21ed41a DRW: Support Wireframe for cruve/surface/text objects 2018-11-23 16:44:53 +01:00
478899dee7 Edit Mesh: Fix missing loop normal display 2018-10-15 16:04:50 +02:00
03d0219d7a Edit Mesh: Refactor edit mesh drawing
This decouple the vertex display from the face+edges.

This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).

Also it makes all vertices visible (not cut-off) even when navigating.

However it makes the navigation drawing a bit slower because it has to
render twice.

Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
2018-10-12 16:43:40 +02:00
89c30ff746 Pose Mode: Add back IK Degrees of freedom display 2018-10-03 15:44:12 +02:00
0c21773199 Edit Curve: Fix cannot hide handles 2018-09-25 22:51:54 +02:00
af998b40a0 Implement correct drawing of advanced Weight display features.
This adds existing behavior from calc_weightpaint_vert_array
that was missing from the new rendering code:

- No selected Vertex Group displays as a solid pink color.
- Zero weight displays as alert color depending on Options.
- Multipaint mode correctly displays collective weight.

In order to properly implement this variety, a data structure
holding all relevant parameters is introduced.

Reviewers: fclem, campbellbarton

Subscribers: jbakker

Differential Revision: https://developer.blender.org/D3722
2018-09-25 18:44:57 +03:00
55f122264c 3D Grid: Fix grid passing through objects too much
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
2018-08-23 13:56:39 +02:00
890623f886 Object Mode: Add back spot cone display 2018-08-22 19:49:32 +02:00
435f308eed Object Mode: Use same empty (arrow) drawing as the bone axes display 2018-08-17 13:04:26 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
7dcc7bd5ee Object Mode: Add back object bound display 2018-07-17 11:36:21 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
228ba8475a DRW: Add cache reset.
This is a temporary solution to the use of the shared cache.

Ideally this cache should be per gl drawing context.
2018-06-11 13:55:02 +02:00
a67cc72232 MetaBall support for Workbench + EEVEE
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
2018-06-11 11:52:41 +02:00
f9ca750bdf Wireframe: Change / Optimize the limited wireframe visibility option.
This make the limited wireframe not a performance problem anymore.

However, this does change the number of edges displayed as the threshold
is now computed per vertex instead of per edges.

For this reason we extended (internaly) the range of the slider so that the
users can hide more edge.
2018-06-07 18:01:36 +02:00
d5ce40a5ed Wireframe: Add slider to hide edges from coplanar faces
The default behaviour is to show the same amount of edges as 2.7.
The slider makes it possible to show all edges or even less.
2018-06-05 19:35:36 +02:00
4683091369 Object Mode: Display loose edges if overlays are enables.
This fix T55280 Loose edges not visible in object mode
2018-06-01 11:36:01 +02:00
712885c30e DRW: Add wireframe buffer texture generation for wireframe drawing.
Only OB_MESH is supported for now.

Creates a simple index buffer with negative indices if the edges is not a
real edge.

Also create the buffer texture representation of this buffer along with the
pos_in_order buffer texture.
2018-05-31 19:09:20 +02:00
0c9974c8cd Workbench: Shadow: Use depth fail method for manifold objects.
Since this method have no failure case for manifold objects, use it.
2018-05-26 23:01:30 +02:00
6b38fa8cab Armature: Modify Shape outline shader to use Line adjacency instead of tri.
This is much faster and simpler. This is also to make it compatible with
custom bone shape in the future.
2018-05-26 22:28:52 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
687f09a8ad Workbench: Optimize Shadows.
This makes the shadows ~10 times faster in the general case.

This only create extrusion geometry on the outline edges. Also we increment
or decrement the stencil buffer by 2 for each manifold edge and only by 1
for non manifold. This make the algorithm robust yet less heavy than creating
one prism for each triangles.
2018-05-20 19:14:22 +02:00
1b4916054e Armature: Cleanup: Remove unused function and use less silly wire drawing. 2018-05-16 18:46:35 +02:00
e83cee73eb Draw manager: Pass object to hair batch cache
Currently unused, but is required for an upcoming work.
2018-05-15 17:20:02 +02:00
aefd181b0b Fix crash going to edit mode of particles with copy on write
We can not rely on edit->psys, it is not set for particle edit,
and there is some logic deeper inside which does different things
dependent on that.

We need to replace those checks with some some HAIR vs. PARTICLES
flag and always set psys pointer.
2018-05-11 14:55:58 +02:00
d50821f145 Particle edit: Initial support of edit with copy-on-write
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.

In the future we should split edit data from visualization data,
but that's bigger refactor.
2018-05-11 12:49:25 +02:00
6f891e2b87 Draw manager: Implement point selection modes for particle edit mode 2018-05-09 15:00:29 +02:00
5cea8bf435 Draw manager: Initial implementation of key points visualization
Does all points all the time, ignoring the setting in viewport header.
This is to be addressed by the next commit.
2018-05-09 14:59:48 +02:00
033c2c7131 Draw manager: Start using more explicit API for particle edit mode 2018-05-09 14:59:48 +02:00
a48186c5d7 Orientation for 3D cursor
Currently set when setting the cursor location,
optionally used as an orientation type.

Intended for use by tools too.

See: D3208
2018-05-08 15:35:04 +02:00
9a79178c2e Armature: Add back Stick bone draw type.
The actual code is a bit convoluted but allows good and "pseudo efficient"
drawing. (pseudo efficient because rendering instances with that amount of
vertices is really inneficient. We should go full procedural but need to
have bufferTexture implemented first) But drawing speed is not a bottleneck
here and it's already a million time less crappy than the old (2.79) immediate
mode method.

Instead of drawing actual wires with different width we render a triangle
fan batch (containing 3 fans: bone, head, tail) which is then oriented in
screen space to the bone direction. We then interpolate a float value
accross vertices giving us a nice blend factor to blend the colors and
gives us really smooth interpolation inside the bone.

The outside edge still being geometry will be antialiased by MSAA if enabled.
2018-05-08 12:18:35 +02:00
a76d27f694 Armature: Add envelope outline shader. 2018-05-02 20:49:38 +02:00
01cec3e0c5 Armature: Envelope Bones: Change drawing method.
We now use a more pleasant and efficient way to display enveloppe bones
and their radius.

For this we use a capsule geometry that is displaced (in the vertex shader)
to a signed distance field that represents the bone shape.

The bone distance radius are now drawn in 3D using a "pseudo-fresnel" effect.
This gives a better understanding of what is inside the radius of influence.

When capsules are not needed, we switch to default raytraced points.
The capsules are not distorded by the bone's matrix (same as their actual
influence radius) and are correctly displayed even with complex scaled
parents hierarchy.
2018-05-02 20:49:38 +02:00
a2b05accea Eevee: Fix vertex color being in srgb space.
Now they are properly converted to Linear space before interpolation.

Since the only way to get vertex color in eevee and cycles is via the
attribute node with the CD_AUTO_FROM_NAME flag, we have to know at binding
time which type of buffer will be connected to this auto input.

We store this information inside the batch cache (together with the according
uniform name) and pass it as uniform to the shader which does conversion if
needed. The same shader can then be reused to draw another mesh with
different auto layers configuration.
2018-05-02 16:45:08 +02:00
95b9680597 Draw manager: Make particle code drawing closer to old viewport
The way how particle state is to be accessed or used did not change
in Blender 2.8, so the drawing code should follow old design.

This code is somewhat duplicated from drawobject.c, but old draw
code is on the way to be removed anyway.

This fixes issue with disappearing particles when tweaking number
of particles.
2018-03-29 12:31:32 +02:00
7a94d4362a DRW: Opti: Make cursor use batch instead of immediate API.
This is also much cleaner and taking 1 drawcall instead of 2.
2018-03-27 23:50:26 +02:00
13715adc09 DRW: Object Mode: Fix bad camera display in camera view
This fix T53485 : Ortho cameras display frame when in camera view
2018-01-22 00:14:28 +01:00
6700ee9855 DRW: Make the lamp widgets lines stippled. 2018-01-21 23:16:59 +01:00
5b5de35604 Support for Batchs split by material for objects of type Curve, Surface, and Text
**ToDo:**
- add vertbuff for UV (what can be adapted from `dl_surf_to_renderdata`)
2017-12-14 12:21:38 -02:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
8249e1ce5e DRWCache: Add a new regular Quad buffer. 2017-09-30 19:37:40 +02:00
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
4a061a87e6 DwM: mesh data now only creates data thats used
Read from the GPUMaterial to find custom-data layers used for drawing.

This resolves problem where having UV's would always calculate tangents
causing noticeable slow down compared to 2.7x.
2017-06-28 13:44:28 +10:00
d04f30c5d8 Implement weight colors for lattices in draw manager 2017-06-27 15:59:13 +02:00