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2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
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
2020-06-19EEEVEE: Object Motion Blur: Initial ImplementationClément Foucault
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
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
2020-06-02DrawManager: Graph Task SchedulingJeroen Bakker
This patch uses a graph flow scheduler for creating all mesh batches. On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps. For each mesh where batches needs to be updated a sub-graph will be added to the task_graph. This sub-graph starts with an extract_render_data_node. This fills/converts the required data from Mesh. Small extractions and extractions that can't be multi-threaded are grouped in a single `extract_single_threaded_task_node`. Other extractions will create a node for each loop exceeding 4096 items. these nodes are linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata needed for the extraction based on the data extracted from the mesh. Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created as part of the lines extraction. When the lines_loose is only requested the sub-buffer is created from the existing `lines` buffer. It is assumed that the lines buffer is always requested before or together with the lines_loose what is always the case (see `DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`). Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7618
2020-05-14Fix T76126 Overlay: Glitch when hiding Nurb verticesClément Foucault
2020-04-22Fix T75971: 3D Text invisible when fill set to NoneCampbell Barton
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
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
2020-02-28Objects: make evaluated data runtime storage usable for types other than meshBrecht Van Lommel
This is in preparation of new object types. This only changes mesh_eval, we may do the same for mesh_deform_eval and other areas in the future if there is a need for it. This previously caused a bug in T74283, that should be fixed now. Differential Revision: https://developer.blender.org/D6695
2020-02-28Revert "Objects: make evaluated data runtime storage usable for types other ↵Brecht Van Lommel
than mesh" This reverts commit f2b95b9eae2ee913c99cff7595527b18d8b49d0a. Fix T74283: modifier display lost when moving object in edit mode. The cause is not immediately obvious so better to revert and look at this carefully.
2020-02-27Objects: make evaluated data runtime storage usable for types other than meshBrecht Van Lommel
This is in preparation of new object types. This only changes mesh_eval, we may do the same for mesh_deform_eval and other areas in the future if there is a need for it. Differential Revision: https://developer.blender.org/D6695
2020-02-11DRW: Color Management improvementClément Foucault
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
2020-02-04Merge branch 'blender-v2.82-release'Campbell Barton
2020-02-04Fix T73095: Edit Mode Overlay Linked MeshJeroen Bakker
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
2020-01-30Merge remote-tracking branch 'origin/blender-v2.82-release'Ray Molenkamp
2020-01-30Fix crash when adding modifiers to curve/surface/text objectsClément Foucault
2020-01-28Merge remote-tracking branch 'origin/blender-v2.82-release'Sybren A. Stüvel
2020-01-28Fix T72593 Blender crashes when modifier change the material countClément Foucault
Instead of changing the modifiers behavior, we make sure to always use the data->totcol instead of the ob->totcol. Also we centralize getting this number to avoid future issues. Fix T72593 Blender crashes when separating mesh Fix T72017 Crash on set visibility change
2020-01-23Merge branch 'blender-v2.82-release'Antonio Vazquez
2020-01-23Fix T67050 Overlay: Forcefield limits are not dashedClément Foucault
This adds some kind of dashing to the tube and cone limits. Although the dashing is in object space and is not a good as old dashing. But it is the least time consuming and least complex solution.
2020-01-17DRW: Use USHORT for vertex color and upload them in linear color to the GPUClément Foucault
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610
2020-01-16Overlay: Fix wrong 3D icon for cubemap lightprobesClément Foucault
2019-12-18Fix T72124: LookDev Sphere RenderingJeroen Bakker
Due to the refactoring of the overlay engine the draw caches were changed. The sphere batch used to have positions and normals. After the refactoring it didn't had the normals anymore. The normals are needed for shading. As they were not there the look dev spheres were rendered black. This change add the `nor` attribute to `DRW_cache_sphere_get` batch. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6393
2019-12-05Overlay Engine: Fix bone outline antialiasingClément Foucault
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
2019-10-03Cleanup: unused structs, struct membersCampbell Barton
2019-09-24Fix T70004 EEVEE: Texture Coordinate Node in world shader render artifactsClément Foucault
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-16Cleanup: spellingCampbell Barton
2019-08-14Mesh Batch Cache: Refactor + MultithreadClément Foucault
For clarity sake, the batch cache now uses exclusively per Loop attributes. While this is a bit of a waste of VRAM (for the few case where per vert attribs are enough) it reduces the complexity and amount of overall VBO to update in general situations. This patch also makes the VertexBuffers filling multithreaded. This make the update of dense meshes a bit faster. The main bottleneck is the IndexBuffers update which cannot be multithreaded efficiently (have to increment a counter and/or do a final sorting pass). We introduce the concept of "extract" functions/step. All extract functions are executed in one thread each and if possible, using multiple thread for looping over all elements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D5424
2019-07-10Fix T65850 Sculpt: Vertices not hidden if using shape keysClément Foucault
2019-07-07Cleanup: spellingCampbell Barton
2019-05-30GPU: Remove GPU_INDEX_U8Clément Foucault
This type of indices is not natively supported on modern GPU and gives warning on some implementation. The memory savings it provides is also quite minimal and unlikely to be visible on nowadays hardware. This remove some uneeded struct members and makes primitive restart always enabled by default. This can be broken by addons if they are not careful enough but many other states have this problem. Also leverage GL_PRIMITIVE_RESTART_FIXED_INDEX if ARB_ES3_compatibility is supported. This removes all API calls to change restart index depending on indices length.
2019-05-14DRW: Change Procedural function to use a GPUBatchClément Foucault
This is in order to have VAO handled by thoses batches instead of using a common VAO. Even if the VAO has no importance in these case using a batch will help when transitioning to Vulkan.
2019-05-09Fix T64366 DRW: Crash opening Mr Elephant scene since recent commitClément Foucault
2019-05-08DRW: Make batch validation run first during iterationClément Foucault
This reduces the cost of querying the batches to the batch cache.
2019-05-08DRW: Move all batch request functions to own headerClément Foucault
This is in order to using BLI_INLINE for thoses functions and keep headers cleany separated.
2019-05-04Cleanup: Remove unused code in sculpt_mode, workbench and draw managerClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-25Overlay: Mesh AnalysisJeroen Bakker
Enabling the drawing of the mesh analysis overlay. Currently the settings are part of the scene toolsettings. What makes sense, for 3d printing, but does not fit well with the per viewport blender 2.80 overlays. Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D4707
2019-04-24Fix T61184 linked curves with curve modifiers arent drawn correctlyClément Foucault
Force Displist to Mesh conversion if there is any modifier. This is until we find a better way to store the batches per objects. Also fix draw cache functions that were not returning final mesh edges.
2019-04-19DRW: Add batch garbage collectionClément Foucault
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore. The collection rate is hardcoded at 60 sec but could be exposed to the user. This system can be extended and discard most unused batches in the future. This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-18Cleanup: add trailing commas to avoid right shiftCampbell Barton
2019-04-17ClangFormat: format '#if 0' code in source/Campbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-10Fix T62449: Subsurf+hidden facesJeroen Bakker
When using subsurf (and other modifiers) the edit flags are not propagated correctly. Currently we assume to read the edit flags from the original object which is kind off hinding the real issue. Modifiers use `mesh_new_nomain_from_template_ex` to create a copy from an existing mesh. this method is only used by modifiers. So by placing this we will make sure that editmesh is propagated. Reviewed By: fclem, sergey Maniphest Tasks: T62449 Differential Revision: https://developer.blender.org/D4666
2019-04-04Cleanup: styleCampbell Barton
2019-04-02Cleanup: empty expression statement warningCampbell Barton