This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_view3d` module.
No functional changes.
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
Allow render engine info to display correctly among other text overlays and scene statistics.
Differential Revision: https://developer.blender.org/D7586
Reviewed by Brecht Van Lommel
Improving scene statistics readability, and showing objects count while in Edit mode.
Differential Revision: https://developer.blender.org/D7534
Reviewed by Campbell Barton
Caused by rBe82827bf6ed5.
DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...
Scene is actually available, so pass that around.
Maniphest Tasks: T76131
Differential Revision: https://developer.blender.org/D7540
Removes statistics from footer and to an (optional) overlay in 3DView.
Differential Revision: https://developer.blender.org/D7410
Reviewed by Campbell Barton
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.
Reviewed By: fclem, dfelinto
Differential Revision: https://developer.blender.org/D6922
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
This patch will make use of the eDrawType where it was used as a
variable or parameter name. The eObjectDrawType was renamed to eDrawType
as it is also used by `View3DShading.type`.
Motivation the functions get 3 different kind of flag parameters (ImBuf,
DrawType, OffscreenRendering) the naming of the flags were not clear,
leading to mistakes and unnecessary time spend debugging.
Previously any of the named views could not have any roll,
this commit supports roll as long as it's axis-aligned (90,180,270 deg).
This is useful for snapping to views,
an improvement on cebd025e02.
This file was originally a placeholder for all the old functions that
have not yet been ported to the new draw system. Over time all the
functions that needed refactor were gone, and the functions here are
still needed.
While moving the functions around I removed dead code and made sure the
existent comments start with a capital letter and end with a full stop.
Viewport: Disable Clipping For EEVEE and External Renderers
Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.
This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.
This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.
There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6047
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
This patch will allow the user to select the EEVEE renderpass to be
shown in the viewport by default the combined pass will be shown.
Limitations:
* Viewport rendering stores the result in a `RenderResult`. RenderResult
is not aware of the type of data it holds. In many places where RenderResult
is used it is assumed that it stores a combined pass and the display+view
transform are applied.
I will propose to fix this in a future patch. But that is still being
designed and discussed.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6319
This commit adds a shadow to the grid scale info text in the 3d View,
to make it more visible like the rest of that section.
{F7798605}
Differential Revision: https://developer.blender.org/D6025
This change implements the basics as described in {T68312} for the
shading modes.
* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5612
The original code was commented on.
Unlike blender 2.79, the grid units are now displayed only when RV3D_VIEW_IS_AXIS.
The visible subdivisions in the grid are made by the GPU and depending on the pixel.
The code used here only mimics this behavior and adds a bit of overhead.
Reviewers: fclem, campbellbarton
Subscribers: FloridaJo, zlsa, rl.amorato, EitanSomething
Differential Revision: https://developer.blender.org/D4325
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.
Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.
No performance loss (almost no gain too).
Reviewers: fclem
Subscribers: zlsa, rl.amorato
Differential Revision: https://developer.blender.org/D4379
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
A mouse click in the window will trigger the `VIEW3D_OT_cursor3d` operator
before the viewport is available. This causes a segfault in
`GPU_viewport_engines_data_validate()`.
Other callers of `WM_draw_region_get_viewport()` already check for `NULL`
being returned and handle it gracefully.
Reviewed By: jbakker, fclem
Differential Revision: https://developer.blender.org/D5216
- Add 'Navigation Buttons' preference, used for 2D views
(previously this couldn't be disabled).
- Add "Off" option for 3D view axis.
- Support minimal axis with navigation buttons.