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This function was not used for anything other than mat4. This
was because of a limitation of the DRW module/
This makes it cleaner for the GLSL and also less tempting to use
it for other unconventional purpose.
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This fixes the second part of T93573 that 8506f3d9fe9359518e didn't
properly address. Specifically, outlines of instances still had the
selected color in edit mode in wireframe view. This change is the
same as that commit, just in a different place.
Differential Revision: https://developer.blender.org/D14229
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This commit renames enums related the "Curve" object type and ID type
to add `_LEGACY` to the end. The idea is to make our aspirations clearer
in the code and to avoid ambiguities between `CURVE` and `CURVES`.
Ref T95355
To summarize for the record, the plans are:
- In the short/medium term, replace the `Curve` object data type with
`Curves`
- In the longer term (no immediate plans), use a proper data block for
3D text and surfaces.
Differential Revision: https://developer.blender.org/D14114
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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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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
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Wire-only meshes have a special case in the overlay drawing to give
the wire shader a special color (which avoids the lines being dashed,
somehow). The fast path for duplis didn't have that special case.
Differential Revision: https://developer.blender.org/D13196
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With this commit, curve objects support the geometry nodes modifier.
Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.
The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.
However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.
This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.
The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.
Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.
Differential Revision: https://developer.blender.org/D11597
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To check if an "is_mesh_verts_only" mesh, the overlay engine checks if the
mesh has no "totedge" and has "totvert".
However, sometimes this engine can check the wrong mesh since editmesh
works on `embm->mesh_eval_final`.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10917
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This resulted in hair drawing with an offset if an instance_offset was
set.
note: Usually the instance_offset gets combined with the objects obmat
in 'make_duplis_collection' / 'make_dupli', see
> /* Combine collection offset and `obmat`. */
Using the resulting DupliObject->mat instead does include the
instance_offset, but this results in double-transforms (something that I
have not investigated further), so now reconstruct the correct matrix
from scratch.
Maniphest Tasks: T85301
Differential Revision: https://developer.blender.org/D10285
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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
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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This is to match the option name and to avoid confusion with
workbench xray mode.
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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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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
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Also fix an issue with antialiasing when xray opacity is set to 0.
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to filling/extrude/etc]
Caused by rB6da097136cf4.
The file in the report has some parts of the curve object generate faces
[due to success in filling] and some others dont [where filling isnt
possible].
rB6da097136cf4 disabled the wires/curves drawing whenever any faces
would be generated (but the only way to see all wires was to set the
Fill Mode to None then).
So now only skip the wires/curves drawing if we are _not_ in wireframe
viewport shading and the object's viewport display options is above
'WIRE'.
This is an alternative fix to D7594 (and I think the better alternative,
thx @stevewarner suggesting this).
Maniphest Tasks: T76196
Differential Revision: https://developer.blender.org/D7874
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This only works for particle systems for now.
Fix T61928 Wireframe mode hair not visible
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When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
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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
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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
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This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
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The problem happens because, in wireframe mode, `bool use_wire` is
always `true`, so the function that draws all edges is the called.
The solution is set `use_wire` as `false` when the mesh has no edges.
This matches the behavior of blender 2.79.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7041
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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
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Compared to 2.79, this also has the benefit of actually showing the curve
again if you set both bevel start and end to 0.0 for example.
Maniphest Tasks: T59271
Differential Revision: https://developer.blender.org/D6168
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This was caused by the refactor. The wireframe was drawn with the incorrect
depth buffer.
Should be included in 2.82
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When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
it is in edit mode, when another object with the same mesh is in edit mode.
This will not be the case when one of the objects are influenced by modifiers. The change
reflects more how it was done in Blender 2.79.
The current change introduces a draw manager method that checks in detail who is responsible
for the drawing (render engine or overlay engine). If the edit mesh is not the original or
the object that is drawn doesn't draw the original mesh the object will be drawn by the render
engine.
Known Limitation of this patch is that the rendering outside edit mode doesn't reflect the
latest changes until the user switches between object and edit mode. When there are no
modifiers in use, the updating is done immediately.
IMO this would be sufficient for blender 2.82, it also fixes parts of T72733.
The updating of the surface batches requires more development and is
post-poned for now.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D6737
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When in sculptmode the wireframe coloring should always be disabled.
When an object was sculpted but had modifiers this was not detected and
the colors were still shown.
This fix will disable wireframe coloring for any object that is in
sculptmode.
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- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
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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
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