Age | Commit message (Collapse) | Author |
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Make sure non-camera data is not casted to a Camera pointer.
Solution suggested by Damien Picard (@pioverfour).
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For some reason stroke_id needs to be the triangle index, not the vertex
index.
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Vertex indexing has not been updated and stroke_start usage was wrong.
Update all `stroke_start` usage.
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`vert_len` was being shadowed and index_min & max wasn't correctly set.
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Batching was broken / disabled and starting indices were wrong.
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This allows using instancing in other ways, like resources indexing.
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This is part of the effor to simplify the View struct in order to implement
multiview rendering.
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Was caused by wrong name for uniform update.
Regression introduced in rBeccb0b222e34
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This is quite a huge cleanup. Making use of the `common_gpencil_lib.glsl`
to share more codes and use more consistent codestyle.
The gpencil engine specifics are now out of the `gpencil_vertex()`
function making it easier to add more features.
There should be no regression as all workarounds are kept as is.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass
This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.
This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.
When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.
The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13425
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There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.
Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12658
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The simplify was hardcode to be disabled in render.
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Renamed to BKE_gpencil_visible_stroke_advanced_iter
Also created a simple version of the iterator to be used without multiframe and onion skin.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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When filtering the render using view layer, could be possible the mask is NULL and just need to be ignored.
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As now is possible to use multiframe in Draw mode, the option to display only lines must be disabled.
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The problem was introduced fixing task T85035.
As the frame was set again when render, if there was a time modifier, the frame was not remaped to the right frame number.
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This option was broken since the draw engine refactor and it was impossible to display only edit lines for multiframe mode.
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Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
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Due a problem in the mergetool, the clang format was totally wrong in the previous commit.
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Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
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When the multiframe is enabled, playing animation must be disabled or the animation is not visible,
{F9527854}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9930
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Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.
Differential Revision: https://developer.blender.org/D9553
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Buffer strokes weren't being the excluded from depth only draw calls
so were being included in depth tests. They are now excluded by
bypassing the creation of the buffer strokes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9742
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The Edit Lines flag was not checking if Onion was enabled. In 2D template this is disabled by default, but default template has enabled it.
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This change hides the boundary strokes used for closing filled areas in render mode (viewport and final render).
Related to T80128
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This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
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This feature was removed during the refactor, but it's needed for this type of strokes to display the line using the stroke color without checking if the stroke is enabled or not in the material.
This color is used only for these special strokes.
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Now that binds are permanent there is no need to setup the same
texture for each subgroups.
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This was missing in previous cleanup commits.
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This feature was removed by error during the refactor done in draw engine.
Differential Revision: https://developer.blender.org/D8082
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This values was not working because was removed by error in refactor.
Reviewed By: mendio, fclem
Differential Revision: https://developer.blender.org/D8061
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This was removed by error during the refactor done in 2.83.
Differential Revision: https://developer.blender.org/D7909
Reviewers: @fclem
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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
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These headers are not needed right away, but will be in the upcoming
commit.
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Only must fade if the active object is a GPencil.
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