Age | Commit message (Collapse) | Author |
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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
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Regression in 49f59092e7c8c caused all handles to display using
the 'aligned' theme color.
Arrange flags to fix this, add assert to avoid this happening again.
Also rename flag so it's use is clearer.
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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
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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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This was caused by a faulty initialization of cache->surf_per_mat which
should have been empty.
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This was caused by default surface batch not using loop normals.
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Only Metaballs are left unsupported.
However, the implementation does not match 100% with cycles which converts
all objects to meshes.
Fixes T63424 EEVEE: Normal map node doesn't works with curve objects
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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
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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T68035 by @luzpaz
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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.
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three issues here:
- when curves had multiple nurbs, the active vert is per nurb
[curve_create_edit_data_and_handles() wasnt taking that into account]
- code could go wrong when points where hidden
- upon selection, tag curve ID_RECALC_COPY_ON_WRITE for batch cache
update
Reviewers: brecht, fclem, sergey
Maniphest Tasks: T64829
Differential Revision: https://developer.blender.org/D4943
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This reduces the cost of querying the batches to the batch cache.
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This is in order to using BLI_INLINE for thoses functions and keep headers
cleany separated.
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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
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Objects that internally uses DispList do not cast shadow in the workbench.
Their outline is also not visible in object mode. The reason for this is
that edge detection was not implemented for Display Lists. This patch will
implement the edge detection.
Reviewed By: fclem
Maniphest Tasks: T62479
Differential Revision: https://developer.blender.org/D4605
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Differential Revision: https://developer.blender.org/D4433
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When hiding the curve handles/points previously, the control points would still be drawn (loose verts).
Now we hide everything related to the handle if it is hidden.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D4373
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When the first handle was hidden, all others would show as hidden too.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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This is work in progress. Look is not final.
This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.
We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.
This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the
This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
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cd_used needs to be the combination of generated data.
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Fixes T58298 Nurbs circle and curve dont draw in objectmode
Fixes T58107 Modified curves/surfaces/fonts do not show their eval mesh
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This lower the memory usage and also fix a bug with metaballs normals/tris
winding being reversed.
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This changes a bit the batches data structure. Instead of using one
vbo per material we use one for all material and use index buffers for
selecting the correct triangles.
This is less optimized than before but has potential to become more
optimized by merging the wireframe data vbo into the shading one.
Also the index buffers are not strictly necessary and could be just
ranges inside the buffer. But this needs more adding things inside
GPUIndexBuf.
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Shaded triangles are not yet implemented (request from gpumaterials).
This also changes the mechanism to draw curve normals to make it not
dependant on normal size display. This way different viewport can
reuse the same batch.
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This also do some renaming/cleanups.
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The shader is way simpler and run way faster on lower end hardware
(2x faster on intel HD5000) but did not notice any improvement on AMD Vega.
This also adds a few changes to the way the wireframes are drawn:
- the slider is more linearly progressive.
- optimize display shows all wires and progressively decrease "inner" wires
intensity. This is subject to change in the future.
- text/surface/metaballs support is pretty rough. More work needs to be done.
This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516.
This also removes the GPU side "sharpness" calculation which means that
animated meshes with wireframe display will update slower.
The CPU sharpness calculation has still room for optimization. Also
it is not excluded that GPU calculation can be added back as a
separate preprocessing pass (saving the computation result [compute or
feedback]).
The goal here was to have more speed for static objects and remove
the dependency of having buffer textures with triangle count. This is
preparation work for multithreading the whole DRW manager.
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This only happens after a certain threshold.
We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the start bin if the wireframe slider is low enough.
This optimization is disabled for deformed meshes.
This should help resolve (to some extent) T58188.
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It's so similar in practice that we don't need a separate engine for edit
surface overlays.
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Now handles are drawn using index buffer instead of duplicating memory
requirement.
Also make use of shader tricks to draw handles antialiased, and respond to
UI scalling.
Make vertex point match edit mesh vertex size.
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