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This partially reverts rBe922dd7d8a307c54d49bc01649a12610b022192b.
The issues fixed by that commit is still fixed.
Reviewers: fclem
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As proposed in T74432 and already implemented in several commits,
"region" is the preferred name for `ARegion` variables, rather than
any variant of "ar". This commit changes a few "ar" variables that have
popped up over time and also adjusted names of variants like "arnew".
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By error, the Bezier points were using the mesh vertex size, not the grease pencil vertex size.
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If the material has the holdout enabled, the value of the vertex color must not be used.
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Selecting an object by clicking on its instances only worked,
when the object itself is visible. However, it is possible to hide
the object and still keep the instances visible.
The solution is to give every object the correct `select_id` in the
depsgraph object iterator right before rendering.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D9640
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This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors.
See differential for an example image.
**Technical changes**
As only the backdrop drawing is done using the draw manager there are some technical changes.
1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under.
2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space.
3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space.
4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added.
NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9451
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When lowering the wireframe opacity with sculpt overlays enabled, the
wireframe overlay was creating white artifacts along the edges.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9607
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In cases where "Allow" is followed by an infinitive, a noun needs
to directly follow it. But it makes more sense to follow it with a
gerund instead.
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Active tile could be NULL when it was on the second tile before
switching back and forth between the Image/UDIM.
In the future we might also check that the active_tile_index is always
valid.
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The root cause of this bug is that the function that updates the PBVH
normals is drw_sculpt_generate_calls. As now both the overlays and
mesh can be drawn without using pbvh drawing, the normals were not
updating. This patch forces a normals updates also in the no PBVH
drawing code path of the overlays. This was affecting both shading and
sculpt surface sampling in both flat and smooth shading modes.
Having the sculpt normals being updated by the drawing code is a wrong
design which also causes other issues like:
Brushes that sample the surface and do multiple stroke steps between
redraws will sample invalid normals, creating artifacts during the
stroke clearly visible in some brushes.
Brushes that do not need to sample the surface update the normals on
each redraw. This affects performance a lot as in some cases, updating the
normals takes more time than doing the brush deformation. If flat shading
is being used, this is only necessary to do once after the stroke ends.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9535
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This fixes light leaking during baking indoor environment when using
refraction bsdfs.
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The clone tool in the image editor can show a second texture on top
of the image. This wasn't ported and now results into alpha and depth
issues. This fix adds the clone tool drawing to the overlay engine.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9352
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This was introduced by rBdb7d8281c5a2.
The color needs to be premultiplied as there is no blend mode and
the output color is replacing the framebuffer color & alpha.
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In the previous commit the bGPDframe parameter was removed, but this parameter is required to keep the same function signature.
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Differential Revision: https://developer.blender.org/D8660
This patch is the result of the GSoC 2020 "Editing Grease Pencil Strokes
Using Curves" project. It adds a submode to greasepencil edit mode that
allows for the transformation of greasepencil strokes using bezier
curves. More information about the project can be found
here: https://wiki.blender.org/wiki/User:Filedescriptor/GSoC_2020.
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HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9382
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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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Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
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This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.
To fix this, we run the lookdev validation before TAA init.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9452
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Move headers files from `render/extern/` to `render/`
Part of T73586
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Similar to previous commit, missing build dependency.
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Ref T76372.
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This was due to improper calculation of velocity factor and an
error in the camera data swapping between two steps.
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This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7067
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Issue was that the `tris_per_mat` are not created when the first batch is drawn
during select operator and then is not created when needed by the workbench pass
since they are not tracked by mesh_buffer_cache_create_requested.
This change will create the `tris_per_mat` just in case they are needed later.
Solution by Clément Foucault
Differential Revision: https://developer.blender.org/D9430
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This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
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