Age | Commit message (Collapse) | Author |
|
# Conflicts:
# source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
|
|
This was caused by the `copy_m4_m4` trying to copy the `object_to_texture`
from `drw_grid` which was `nullptr`.
Fixing this also exposed that rendering such volumes (without any valid
grid attributes) is not supported and we should follow what Cycles does.
Differential Revision: https://developer.blender.org/D15147
|
|
This adds support to render Curves attributes in EEVEE.
Each attribute is stored in a texture derived from a VBO. As the
shading group needs the textures to be valid upon creation, the
attributes are created and setup during its very creation, instead
of doing it lazily via create_requested which we cannot rely on
anyway as contrary to the mesh batch, we do cannot really tell if
attributes need to be updated or else via some `DRW_batch_requested`.
Since point attributes need refinement, and since attributes are all
cast to vec4/float4 to account for differences in type conversions
between Blender and OpenGL, the refinement shader for points is
used as is. The point attributes are stored for each subdivision level
in CurvesEvalFinalCache. Each subdivision level also keeps track of the
attributes already in use so they are properly updated when needed.
Some basic garbage collection was added similar to what is done
for meshes: if the attributes used over time have been different
from the currently used attributes for too long, then the buffers
are freed, ensuring that stale attributesare removed.
This adds `CurvesInfos` to the shader creation info, which stores
the scope in which the attributes are defined. Scopes are stored
as booleans, in an array indexed by attribute loading order which
is also the order in which the attributes were added to the material.
A mapping is necessary between the indices used for the scoping, and
the ones used in the Curves cache, as this may contain stale
attributes which have not been garbage collected yet.
Common utilities with the mesh code for handling requested
attributes were moved to a separate file.
Differential Revision: https://developer.blender.org/D14916
|
|
|
|
Extends the changes started in f31c3f8114616bb to completely separate
much of the DRW curves code from the particle hair drawing. In the short
term this increases duplication, but the idea is to simplify development
by making it easier to do larger changes to the new code, and the new
system will replace the particle hair at some point.
After this, only the shaders themselves are shared.
Differential Revision: https://developer.blender.org/D14699
|
|
|
|
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.
The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.
The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.
Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.
This also gets rid of the double transforms and use object info orco factors
for volume objects.
Tagging @brecht because he did the initial implementation of Volume Grids.
|
|
This code was duplicated in multiple engines. Now it is the draw manager
responsability to manage the throwaway fluid textures.
|
|
The GPU evaluation for curves will have to change significantly from the
current particle hair drawing code, due to its more general use cases
and support for more curve types. To simplify that process and avoid
introducing regressions for the rendering of hair particle systems,
this commit splits drawing functions for the curves object and
particle hair.
The changes are just inlining of functions and copying code
where necessary.
Differential Revision: https://developer.blender.org/D14576
|
|
draw_common.h was included in a C++ file
leading to the linker looking for the
decorated name for `G_draw` which lead
to a linker error.
adding an extern "C" for C++ fixes
the issue.
|
|
|
|
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
|
|
|
|
Ref T92709
|
|
With instancing becoming more common with geometry nodes,
instances are less of a separate thing and more of an essential part
of evaluated data. Displaying them with a separate outline, while
helpful in some cases, is not worth the lack of visibility or confusion
about selected/active status. Information about the performance
of the scene due to instancing is always available with the statistics
like vertex count, etc.
The problems were compounded by the fact that the instancing
system is used to output geometry components that don't correspond
to the object's original type. So this patch also fixes that problem.
Fixes T92079, T81010
Ref T91310
Differential Revision: https://developer.blender.org/D13133
|
|
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair.
Reviewed By: #eevee_viewport, brecht
Differential Revision: https://developer.blender.org/D10481
|
|
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
|
|
|
|
|
|
|
|
|
|
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
|
|
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
|
|
This follows the GPU module naming of other buffers.
We pass name to distinguish each GPUUniformBuf in debug mode.
Also remove DRW_uniform_buffer interface.
|
|
Differential Revision: https://developer.blender.org/D8607
|
|
|
|
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
|
|
|
|
|
|
This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
|
|
These are the modifications:
-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.
One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.
The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)
Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7642
|
|
This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.
This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).
Reviewed By: Pablo Vazquez, Julian Eisel
Differential Revision: https://developer.blender.org/D6791
|
|
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
|
|
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
|
|
Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
|
|
|
|
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
|
|
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
|
|
|
|
This replaces temporarily enabling draw-axis.
|
|
|
|
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.
Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.
No performance loss (almost no gain too).
Reviewers: fclem
Subscribers: zlsa, rl.amorato
Differential Revision: https://developer.blender.org/D4379
|
|
|
|
|
|
|
|
|
|
|
|
This is a big change that cleanup a lot of confusing code.
- The instancing/batching data buffer distribution in draw_instance_data.c.
- The selection & drawing code in draw_manager_exec.c
- Prety much every non-meshes object drawing (object_mode.c).
Most of the changes are just renaming but there still a chance a typo might
have sneek through.
The Batching/Instancing Shading groups are replace by DRWCallBuffers. This
is cleaner and conceptually more in line with what a DRWShadingGroup should
be.
There is still some little confusion in draw_common.c where some function
takes shgroup as input and some don't.
|
|
Fix instancing batches not being reused by custom bone shapes.
Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
|
|
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
|