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2022-09-19Move overlay engine to C++Jacques Lucke
This just makes the minimum changes to make the files compile.
2022-08-09Cleanup: use own username in code-comment tagsCampbell Barton
2022-07-07Fix T99270: bones using empties as custom shapes can't be selectedCampbell Barton
Regression in [0] which didn't account for the bounds of empty objects. Add support support calculating bounds from empty draw-type to use in pose-bone culling. [0]: 3267c91b4d5caab7da8aef071a446dd2e86f86a9
2022-04-29Fix rendering of wire curves when used as custom bone objectsSebastian Parborg
In the current code we do not render any curves if they have not been converted to meshes. This change makes the custom bone drawing try to render mesh objects first and then falls back to curve objects if there is no mesh data available. Reviewed By: Clement Differential Revision: http://developer.blender.org/D14804
2022-04-07Cleanup: clang-formatCampbell Barton
2022-04-05Cleanup: Change globalBlock members to snake caseClément Foucault
This avoid conflicting defines in GLSL Fix T96998 Blender 3.2.0 Alpha crashes on startup
2022-03-14Fix T96378: B-Bone selection fails in pose-modeCampbell Barton
Regression in 3267c91b4d5caab7da8aef071a446dd2e86f86a9.
2022-02-11File headers: SPDX License migrationCampbell Barton
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
2022-02-10Cleanup: Clang tidy, unused variabel warningsHans Goudey
2022-02-08Fix T91253: Slow pose bone selection with many bonesCampbell Barton
Viewport cull bones during selection to avoid depth-picking reading the depth buffer for bones that aren't in the viewport. Files with thousands of bones could hang blender for seconds while selecting. The issue could still happen with overlapping bones or when zoomed out so all bones are under the cursor, however in practice this rarely happens. Now files with many bones select quickly. Related changes include: - Split `BKE_pchan_minmax` out of `BKE_pose_minmax`. - Add `mat3_to_size_max_axis` to return the length of the largest axis (used for scaling the radius). Reviewed By: sybren Maniphest Tasks: T91253 Ref D13990
2022-02-04Cleanup: Overlay: Remove uneeded UBO bindsClément Foucault
2022-02-04Remove internal proxy code, and deprecate related DNA data.Bastien Montagne
Part of T91671. Not much else to say, this is mainly a massive deletion of code. Note that a few cleanups possible after this proxy removal were kept out of this commit to try to reduce a bit its size. Reviewed By: sergey, brecht Maniphest Tasks: T91671 Differential Revision: https://developer.blender.org/D13995
2022-02-02Cleanup: exclude bone names & axes from selection drawingCampbell Barton
These aren't used for picking bones so there is no need to draw them.
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-20Fix T94726: crash with GPU subdivision on a custom bone shapeKévin Dietrich
Custom bones are drawn by instancing the GPUBatch of the base object. To access the mesh and its GPUBatch, `BKE_object_get_evaluated_mesh` was used. However, since GPU subdivision support, this will return a subdivision wrapper which will never be drawn, and thus will have an invalid batch, which caused the crash. `BKE_object_get_evaluated_mesh_no_subsurf` should be used instead, to return the mesh that will be drawn, and have the subdivision evaluated on the GPU. Note that the rest of the draw code is already using this function.
2022-01-06Bone Overlay: support changing bone wireframe opacity.Alexander Gavrilov
When weight painting the bone overlay is extremely intrusive, effectively requiring either extensive use of hiding individual bones, or disabling the whole bone overlay between selections. This addresses the issue by adding a bone opacity slider that is used for the 'wireframe' armature drawing mode. It directly controls the uniform opacity as a straightforward option. Differential Revision: https://developer.blender.org/D11804
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-12-02Fix T93525: Crash with curve/text armature bone gizmoHans Goudey
The problem is that drw_batch_cache_generate_requested_delayed is called on the object, which uses the original object data type to choose which data type to get info for. So for curves and text it uses the incorrect type (not the evaluated mesh like we hardcoded in the armature overlay code). To fix this I hardcoded the "delayed" generation to only use the evaluated mesh. Luckily it wasn't use elsewhere besides this armature overlay system. That seems like the simplest fix for 3.0. A proper solution should rewrite this whole area anyway. Differential Revision: https://developer.blender.org/D13439
2021-11-24Fix T92120 (partially): No bone custom shape with curve object meshesHans Goudey
This part of the drawing code assumes that the bone custom object has only one evaluated geometry component, and it also uses the object type to check which data to draw, with the functions like `DRW_cache_object_surface_get` that just take an object input. Those functions usually work on evaluated objects, which use the instancing system to access a temporary object with `object.data` replaced for data types that don't match the original object. That assumption used to work, but now curve, point cloud, or volume objects can have an evaluated mesh which is not accessed with the same object for render engine drawing. The "correct" solution for the way this code is structured would be to loop through all of the geometry components and try to get GPU batches from every one of them. However, that significantly increases complexity in an area that should probably be refactored anyway. This patch treats the mesh as a special case, and only draws the evaluated mesh. The **best** solution in my opinion might be refactoring this area to use the instancing system with some sort of viewport-only flag so the custom shape instances aren't added in the render. The solution is "partial" because the "Wireframe" option only works for meshes from mesh objects, even after this fix, and because other data besides meshes is not displayed at all. Differential Revision: https://developer.blender.org/D13038
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-15Cleanup: clang-formatCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-18Armature: add automatic B-Bone Scale toggles.Alexander Gavrilov
Currently B-Bone scaling can only be controlled via their properties, thus requiring up to 8 drivers per joint between B-Bones to transfer scaling factors from the handle bone. A Scale Easing option is added to multiply the easing value by the Y scale channels to synchronize them - this produces a natural scaling effect where both the shape of the curve and the scale is affected. In addition, four toggles are added for each handle, which multiply each of the X, Y, Z and Ease values by the matching Local Scale channel of the handle bone, thus replacing trivial drivers. The Scale Easing option has no effect on this process since it's easy to just enable both Length and Ease buttons. Differential Revision: https://developer.blender.org/D9870
2021-06-18Armature: add B-Bone Y scale channel and extra flag fields to DNA.Alexander Gavrilov
In addition to the base bone transformation itself, B-Bones have controls that affect transformation of its segments. For rotation the features are quite complete, allowing to both reorient the Bezier handles via properties, and to control them using custom handle bones. However for scaling there are two deficiencies. First, there are only X and Y scale factors (actually X and Z), while lengthwise all segments have the same scaling. The ease option merely affects the shape of the curve, and does not cause actual scaling. Second, scaling can only be controlled via properties, thus requiring up to 6 drivers per joint between B-Bones to transfer scaling factors from the handle bone. This is very inefficient. Finally, the Z channels are confusingly called Y. This commit adds a B-Bone Y Scale channel and extra B-Bone flag fields to DNA with appropriate versioning (including for F-Curves and drivers) in preparation to addressing these limitations. Functionality is not changed, so the new fields are not used until the following commits. Differential Revision: https://developer.blender.org/D9870
2021-06-13Cleanup: redundant initializationCampbell Barton
These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future.
2021-05-13Cleanup: clang formatCampbell Barton
2021-05-12Fix custom bone shape scale affecting normal bone displaySebastian Parborg
Also some clang-format changes.
2021-05-11Rigging: Add transform for custom bone shapesYuki Shirakawa
Add translation/rotation/scale parameters for custom bones shapes. The new scale is a 3D vector `custom_shape_scale_xyz`, and replaces the `custom_shape_scale` float. Reviewed By: #animation_rigging, sybren, zeddb Differential Revision: https://developer.blender.org/D10974
2021-03-30Armature: Add Display Axis OffsetScott Wilson
Display the bone axes at the head (root) of the bone by default, instead of the tail (tip), and add a slider so that it's possible to adjust this position. Versioning code is in place to ensure existing files behave the same (axes shown at tail), whereas new Armatures will be using the new default (axes shown at head). Reviewed By: #animation_rigging, #user_interface, Severin, Sybren Differential Revision: https://developer.blender.org/D7685
2021-02-05Cleanup: correct spelling in commentsCampbell Barton
2020-12-02Fix T83293: crash when selecting boneJacques Lucke
This partially reverts rBe922dd7d8a307c54d49bc01649a12610b022192b. The issues fixed by that commit is still fixed. Reviewers: fclem
2020-11-24Viewport: cannot select object by clicking on its instancesJacques Lucke
Selecting an object by clicking on its instances only worked, when the object itself is visible. However, it is possible to hide the object and still keep the instances visible. The solution is to give every object the correct `select_id` in the depsgraph object iterator right before rendering. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D9640
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-03Fix T63125: Gpencil: bones cannot be selected in weightpaint modePhilipp Oeser
Some underlying functionality was not ready for greasepencil: - BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist) - BKE_modifiers_is_deformed_by_armature - checks in drawing code - checks in (pose) selection code A couple of changes to make this work: - `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`) - `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`) - `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint` This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode) Reviewed By: campbellbarton Maniphest Tasks: T63125 Differential Revision: https://developer.blender.org/D8483
2020-08-07Cleanup: pass arrays const where possibleCampbell Barton
2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-08-07Cleanup: Draw, Clang-Tidy else-after-return fixes (incomplete)Sybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/draw` module. Not all warnings are addressed in this commit. No functional changes.
2020-07-21Cleanup: CodeQuality: Replace OB_DRAWXRAY by OB_DRAW_IN_FRONTClément Foucault
This is to match the option name and to avoid confusion with workbench xray mode.
2020-07-20DRW: overlay engine support for drawing isolated pointsCampbell Barton
This matches similar functionality for drawing lines.
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-06-24Fix T66934 Overlay: "Outline Selected" overlay doesnt affect armaturesClément Foucault
This is a really small fix. Could be included in 2.83 LTS branch.
2020-06-16Fix T77803: IK Degrees of freedom drawing glitchJeroen Bakker
IK degrees of freedom is rendered using wires and a solid sphere. The solid used the wireframe drawing what resulted into drawing glitches. This patch adds a new shader to draw the solid shape. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8044
2020-06-15Fix Memory Leak introduced by Draw Manager ThreadingJeroen Bakker
The memory leak is noticeable when using custom bone shapes. When using custom bone shapes objects could be extracted twice. Where the second extraction can overwrite data created by the first extraction what causes the memory leak. Options that have been checked: 1. Use two task graphs phases. One for normal extraction (DST.task_graph) and the other one will handle extractions that require blocking threads. 2. Keep a list of all objects that needs extraction and only start extraction when all objects have been populated. The second would slow performance as the extraction only happens when all objects have been populated. In the future we might want to go for the second option when we have the capability to render multiple viewports with a single populate. As this design isn't clear this patch will implement the first option. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7969
2020-06-03Cleanup: DRW: Remove persistent uniform functionsClément Foucault