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2020-11-13Add An Opacity Slider to Overlay WireframeJun Mizutani
This patch adds an opacity slider to the wireframe overlay. The previous wireframe in dense geometry scenes could be too dark and sometimes the user just wants an impression of the geometry during modelling. Reviewed By: Jeroen Bakker Differential Revision: https://developer.blender.org/D7622
2020-11-04Fix T67832: Camera Background Images View TransformJeroen Bakker
This patch will apply the view transform when a movie clip is used as camera background image. It does this by rendering the image in the color buffer when it needs the view transform. For other images it uses the overlay buffer. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7067
2020-10-07UV/Image Editor: Overlay PopoverJeroen Bakker
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful. The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport. Popover has * UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode) * Udim tiles when no image is available. Like the 3d viewport, there will be a editor toggle to enable/disable the overlays For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes. Reviewed By: Julian Eisel, Pablo Vazquez Differential Revision: https://developer.blender.org/D8890
2020-09-29Volumes: support selection and outlines in viewportJacques Lucke
Previously, one could only select a volume object in the outliner or by clicking on the object origin. This patch allows you to click on the actual volume. Furthermore, the generated (invisible) mesh that is used for selection is also used to draw an outline for the volume object now. Reviewers: brecht Differential Revision: https://developer.blender.org/D9022
2020-09-18Overlay: Fade Inactive GeometryPablo Dobarro
This implements a new overlay that blends the bakground color over the objects that are not in the same mode as the active object, making them fade with the background. This is especially needed for sculpt mode as there is no other overlay or indication in the viewport to display which object is active. This is intended to be used with D7510 in order to have a faster workflow when sculpting models with multiple objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8679
2020-09-16Fix T80825: UV Editor UV GridJeroen Bakker
Regression introduced by D8234.
2020-09-15Liquid Simulation Display Options (GSoC 2020)Sriharsha Kotcharlakot
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch. **Major changes:** === Viewport Display === - //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly. - An option to display //gridlines// when the slicing method is //single//. ==== Grid Display ==== - Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI. ==== Vector Display ==== - //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces. - Made vector display options available for external forces. ==== Coloring options for //gridlines// ==== - Range highlighting and cell filtering options for displaying the simulation grid data more precisely. - Color gridlines with flags. - Also, made slicing and interpolation options available for Volume Object. Reviewed By: JacquesLucke, sebbas Differential Revision: https://developer.blender.org/D8705
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-08-28DrawEngine: Shader Test SuiteJeroen Bakker
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some of eevee. Compilation is still platform dependent, but when run on a test-farm with different hardware we will be able to detect GLSL compilation errors early on. The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS` are On. For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders located inside the submodule. They aren't accessible to the outside and aren't added to the test case. We should see how we want to add them. For the test cases it is better to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in the submodule. Keeping them in the submodule could lead to situations that is harder to test. as the shader could already have been initialized. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8667
2020-08-12Fix T77424 Overlay: Editmode: Issue with multi edit and in-front optionClément Foucault
This is a nice addition to the refactor. Now any combination of in-front / not in-front will work in non x-ray edit mode.
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-20DRW: overlay engine support for drawing isolated pointsCampbell Barton
This matches similar functionality for drawing lines.
2020-07-15PointCloud: Initial rendering support for WorkbenchClément Foucault
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Using geometry instead of pseudo raytraced spheres is more scalable as we can render as low as 1 or 2 triangle to a full half sphere and can integrate easily in the render pipeline using a low amount of code. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8301
2020-07-01Fix T75483: 3D Text selection obscures textClément Foucault
This avoids logic op and having to draw on the render frame-buffer.
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
2020-05-29Merge branch 'blender-v2.83-release'Brecht Van Lommel
2020-05-29Fix T77130: Visually broken/stepped wireframe in object mode (regression)Clément Foucault
Create a new shader for the selection fix. Differential Revision: https://developer.blender.org/D7873
2020-05-26Curves: Implement Handles for selected points onlyAntonio Vazquez
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves. I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel.. Reviewed By: fclem, #user_interface, billreynish, Severin Differential Revision: https://developer.blender.org/D7754
2020-05-22Fix T73115: In Front Drawing Bone Envelope DistanceJeroen Bakker
The in front drawing was not supported for transparent part of the armature. This patch adds a second transparent pass for drawing in front. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7763
2020-05-20Overlay: Wireframe: Add visualization for Hairs in wireframe modeClément Foucault
This only works for particle systems for now. Fix T61928 Wireframe mode hair not visible
2020-05-11Overlay: Replace depth blitting by GPU_texture_copyClément Foucault
This is an attempt to fix the related T74243.
2020-04-27Fix T75910 Overlay: Face Orientation not working for "In Front" objectsClément Foucault
2020-04-27Workbench: Fix weight paint overlay and wireframe for infront objectClément Foucault
This fix case where you have wireframe on top of infront objects but workbench AA conflicts and they appear to not be occluded. Also T74923 is still fixed but we extend the fix to not mess the case when using a mode that does not support infront.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing.
2020-04-02Revert "Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ↵Dalai Felinto
Armatures" This reverts commit 782e6ea4edd9cb09f2583c8f28a24d6330dc6ce8. Said fix introduced a crash the moment one goes to edit mode.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7289
2020-03-26Overlay: Wireframe: New method to avoid zfighting with geometryClément Foucault
This new method is only enabled if Overlay Smooth Wire is enabled. This method gives really nice results but has some downside: - Require a depth copy or loose the ability to write wire depth to the depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost. - Require some depth sampling and prevent early depth test (i.e: has some performance impact). - Has some relatively minor instability with geometry that are perpendicular to the view and intersecting with other geometry. Pros: - Compared to a fullpass approach this is surely going to have less performance impact and much higher quality. - Removes the additional vertex offset. (see T74961) - Fixes all half edges z-fighting. {F8428014} {F8428015} Reviewed By: brecht Differential Revision: https://developer.blender.org/D7233
2020-03-26Fix T70807: Weight Paint Overlay XRayJeroen Bakker
Weight paint overlay was not working when XRay was turned on. The Weight Paint overlay is rendered directly into the default framebuffer with a depth equal test. This test fails as the depth won't match. This patch will update the depth buffer in these cases. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7176
2020-03-23Fix T74923: Weight Painting Overlay Invisible for In Front ObjectsJeroen Bakker
For In Front Objects we need to use the in front depth buffer. This patch will use the in front depth buffer and also makes sure that it is filled with the center pixel depth. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7216
2020-03-18Objects: Eevee and workbench rendering of new Volume, Hair, PointCloudBrecht Van Lommel
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-02-24Overlay: Remove Xray dithering noiseClément Foucault
We now use a better smoother technique that uses correct alpha blending. This is possible now that we render overlays in a separate buffer.
2020-02-20Cleanup: declatatuons for functions that don't existCampbell Barton
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2020-02-04Fix T72155 Overlay: Bone X-ray no longer works in pose or weight paint modeClément Foucault
2020-02-03Overlay: Armature: Fix wireframe display type not working as 2.81Clément Foucault
2019-12-16Cleanup: whitespaceCampbell Barton
2019-12-05Overlay Engine: Armature: Use Wire AA on custom bone loose edgesClément Foucault
2019-12-05Overlay Engine: Cleanup & enable line AA on in front passesClément Foucault
- Remove pd->view_default, was a leftover from TAA implementation - Sanitize active_view switches. - Sanitize framebuffers switches.
2019-12-05Overlay Engine: Add back selectability of planar lightprobe data planeClément Foucault
2019-12-05Overlay Engine: LightProbe: Simplify drawing of irradiance grid dataClément Foucault
This separates it from the outline pass and fix a visibility bug when extras were off.
2019-12-05Overlay Engine: Outline: Simplify drawing codeClément Foucault
Use obinfo ubo to compute outline color id. Note this commit removes the planar probe outline on purpose.
2019-12-05Overlay Engine: Simplify outline rendering by using the antialiasing passClément Foucault
This use the overlay AA pass to antialias the selection outlines. This also do all search and expand in one pass and reduce the computation time and memory used (2 x 32bit/pixel buffer less). Note that the aliasing is a bit worse than the old FXAA that we used to have.
2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296