Age | Commit message (Collapse) | Author |
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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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When using Vertex or Weight paint mode on a wireframe the overlay was
blended with the background. In this case we now use alpha blending.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5340
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Depth testing was off as it used the precomputed ModelView matrix. As
draw engines currently use a different approach the depth was sometimes
a bit off making the color disappear.
This change will use a different vertex shader that will write the
correct depth. I expected the same change to be needed in the bone
selection overlay but was not able to reproduce it.
Reviewed By: fclem
Maniphest Tasks: T64615
Differential Revision: https://developer.blender.org/D5006
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This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
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This should be handled by DST.view_default
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This removes ModelViewProjectionMatrix usage
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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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workbench_material_shgroup_uniform handles this.
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Also move view_ubo into G_draw.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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These were almost exact duplicates, use one engine for drawing both
kinds of vertex color.
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Assign to local variables when setting up passes,
avoids mix-up between similarly named struct members.
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When vertex/face selection are disabled - show all wire
ignoring selection & hidden state.
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Also compare clipping with the draw context instead of
accessing the RegionView3D, currently they're matching
but this might not always be the case.
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The struct name is descriptive,
this isn't going to be confused with other variables.
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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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Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
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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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Improve clang-format output.
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Each engine was doing this on its own.
Move to DRWContextState, use an enum.
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Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.
Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
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Working in 2.7x, was just disabled in 2.8x.
Fixes T60256
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THis is in order to avoid the jungle of names being different at each
step of the API.
Also removes some unused functions.
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Fixes the first part of T56999.
Reviewer: brecht
Differential Revision: https://developer.blender.org/D3768
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This is already done in weight paint mode,
avoids a mesh refresh on selection changes.
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Entering any of these modes would assert immediately.
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There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:
- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
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For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
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This matches Cycles and Eevee's behaviour.
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- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
- When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
- Removed the use_shading flag from VertexPaint and WeightPaint
- add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)
Reviewers: fclem
Tags: #code_quest
Maniphest Tasks: T54894
Differential Revision: https://developer.blender.org/D3191
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For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.
A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
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Caused an error entering edit-mode.
d60f26f37a & 2659500835
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This clears up the code from many DynStr usage. Easier to read.
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This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
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