Commit Graph

44 Commits

Author SHA1 Message Date
ba3ef44a6b Implement display of weight isoline contours in the fragment shader.
Add an option to display contour lines tracing through points with the
same interpolated weight value in weight paint mode. This can be useful
for working on gentle gradients over a relatively high resolution mesh,
where the difference in color between adjacent vertices is very small.

The contour grid has 3 levels of detail going down to step 0.001,
which automatically fade in or out based on the weight gradient.

Fade out works by capping both screen space and weight space line
width, and reducing alpha when the screen space width becomes too
small for moire and noise-less rendering.

Reviewers: fclem

Differential Revision: https://developer.blender.org/D3749
2018-10-08 14:15:47 +03:00
3da46a8d8d Implement a new dedicated weight painting shader.
Move the weight paint drawing to the fragment shader. The shader
uses a texture that uses the U.coba_weight custom color band, or
an internal color band.

In addition to actual weights, the shader has to display two
alert colors: missing vertex group, and zero weight. The zero
weight alert has to be blended with regular weight colors,
so that a single alert vertex surrounded by weighted ones is
still visible.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D3675
2018-09-27 17:33:33 +03:00
05d0e5315b Weight Paint: Fix weight paint overlay not displaying correctly
This was because weight paint was using the original obj to show weights.
But the mesh can be deformed by the armature and this is not visible on
the original object.
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
19f46c6ac0 Weight Paint: Multiply overlay on the mesh
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3727
2018-09-24 17:10:29 +02:00
Dalai Felinto
27c954386b Weightpaint mode: Removing barbarian batch tagging on engine init
This was introduced in the original implementation of weightpaint
in 2.8 (20f95de6ba). But this is very shortsighted, we can't assume only one
object will be edited at once, nor should we tag things during drawing.

There is a chance this introduces "bugs". If it does, we then tackle them in the
proper way (usually tagging DEG after operators changing the weight paint data).
2018-09-03 11:17:53 -03:00
Dalai Felinto
613523d5f5 Rename: *_batch_cache_dirty > *_batch_cache_dirty_tag 2018-08-23 10:20:16 -03:00
cb15854bf9 Fix missing uniform for vert/weight/texture paint
Entering any of these modes would assert immediately.
2018-08-08 15:08:50 +10:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
03ff3aebc4 Weight Paint: draw from original mesh
Selection changes weren't showing.
2018-07-04 16:27:23 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00
10ce5af2dd Revert "Fix use-after free in DRW_shader_create_with_lib"
Caused an error entering edit-mode.

d60f26f37a & 2659500835
2018-01-17 20:39:42 +11:00
2659500835 DRW: Codestyle refactor: Use macro to create shader libs.
This clears up the code from many DynStr usage. Easier to read.
2018-01-16 23:40:15 +01:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
2f19559258 Cleanup: naming for mesh dirty flags
- NOCHECK -> ALL
- ALL -> MAYBE_ALL

Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
2017-08-22 22:07:25 +10:00
661f5a24d1 DwM: Show face-mask overlay even with full-shading
Without this face selection would be used but invisible,
display this over fully shaded surface.
2017-07-14 16:45:47 +10:00
bafb904807 Fix T51559: Update draw cache when changing flat/smooth shading
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
2017-06-26 14:52:59 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
c18c3ff3d5 Cleanup: line length 2017-05-17 17:37:23 +10:00
d41f98406f DWM: minor changes to face-flag use 2017-05-17 17:27:20 +10:00
9995bd8532 DWM: use DRWContextState.obact 2017-05-17 16:08:36 +10:00
d9949c351d Pass selection to weight paint vert overlay instead of colors 2017-05-05 18:23:27 +02:00
Dalai Felinto
8d9c484152 Implement overridable scene render settings
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.

Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.

An example of this setting is "samples", as implemented now for the clay
engine.
2017-05-05 18:08:24 +02:00
872d8993dd Clean up weight/vertex painting code
Now passing selection state instead of colors for the wire/face mask
overlay thing. Also added masking indication on the faces in vertex
paint.
2017-05-05 15:53:37 +02:00
3103b819aa Vertex paint with draw manager
Reviewers: fclem

Subscribers: campbellbarton, dfelinto

Differential Revision: https://developer.blender.org/D2658
2017-05-04 20:05:59 +02:00
Dalai Felinto
628dad4f01 Fix building on Windows and blenderplayer linking after weightpaint engine
Those problems were introduced on 20f95de6ba.
2017-05-03 20:24:42 +02:00
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
8f028ec840 Cleanup: rename struct for private engine data
Also remove from pass list (there were some duplicate unused entries).
2017-04-29 16:52:12 +10:00
f1fb605ec9 GPUFramebuffer: Allow to bind a specific texture mip to framebuffer. 2017-04-18 12:52:29 +02:00
64660b902c Use 'safe' macros for common free operation
Same as MEM_SAFE_FREE macro,
checks for NULL, runs free then sets NULL.

Blocks of code that do this many times are noisy and likely
errors here wouldn't be noticed immediately.

Also NULL's static vars which were being left set.
2017-04-13 13:37:27 +10:00
0c9a2def8b Draw Engine: remove hard coded limit on array sizes
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.

Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
2017-04-12 19:51:14 +10:00
cc0c5dbd91 Cleanup: use DRW_cache_mesh prefix w/ mesh objects
Avoid confusion for non mesh types where verts/wire/surface might apply.

Other object types use this convention already.
2017-04-12 18:11:10 +10:00
0811d089b4 Draw Manager: Use Texture flag in Framebuffer init. 2017-04-10 12:36:32 +02:00
4a8aaab0b2 Draw Manager: Use engine type pointer instead of engine name.
Faster search
2017-04-03 21:52:42 +02:00
deda6a43fc Draw Engines: Make g_data struct part of the viewport storage
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27 14:01:47 +02:00
e54d8eeab2 Draw Manager: Make Viewport Data passed by the manager call. 2017-03-27 14:01:47 +02:00
fc72a2ff4b Draw module: code style, encapsulate static vars 2017-03-20 15:19:03 +01:00
91837cd5b0 Cleanup: warnings 2017-03-14 18:40:23 +11:00
ecce1fabca Mode Engines: Fix MSVC compilation error. 2017-03-13 11:39:41 +01:00
9c6b9e889c Clay Engine: Mode engine templates.
Standard Engine layout easy to extend.

Note that most of the work will also happen in mesh_render.c to create geometry batches.
2017-03-12 21:16:03 +01:00