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2020-09-25Fix T81126: Assert going to Texture Paint workspace without a UVMapJeroen Bakker
Assert happened as it could not create uv batches without an UVMap. Solution is to only request those batches when the UVMaps are available.
2020-09-25Fix T81157: Eevee MotionBlur steps setting make ao pass darkerJeroen Bakker
Issue introduced by 68651534c263 due to an incorrect merge/rebase It was resetting the AO buffer every time the time step happened.
2020-09-22MeshAnalysis: Optimize the detection of intersecting geometryGermano Cavalcante
For the self overlap result, each intersection pair does not need to be tested twice.
2020-09-22Fix T81026: Image Editor: Alpha (like Bloom) not showing properlyJeroen Bakker
With the new image editor drawing there were was some mutual exclusive functionality. When rendering the alpha was shown correctly or the pure emissive colors were shown correctly, but never both. The cause of this is that the image_gpu did not used the correct alpha mode when generating gpu textures for non-images (render results, compositors viewer) The implementation always checked the alpha_mode. Alpha mode is an attribute for images, but aren't set for non images. This patch adds a more detailed check to ensure that the gpu texture is premultiplied. The issue has been tested using several bug report files and production files. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8978
2020-09-22Fix T80943: return early when field to visualize is NULLJacques Lucke
2020-09-22Fix T81013: Weight Paint Overlay XRay fails with clippingPhilipp Oeser
When introduced in rB1ca1744c29e2, the Weight Paint Overlay XRay's corresponding depth pass was not considering clipping planes. Maniphest Tasks: T81013 Differential Revision: https://developer.blender.org/D8970
2020-09-21Fix T80931: Proporional Editing Cursor Draws IncorrectJeroen Bakker
The incorrect view was setup so it was drawn in pixel space. This patch changes it to use UV space.
2020-09-21Cleanup: correct naming IMAGE_Z_DEPTHJeroen Bakker
IMAGE_DEPTH is used for bit depth.
2020-09-19Cleanup: consistent TODO/FIXME formatting for namesCampbell Barton
Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19Cleanup: spellingCampbell Barton
2020-09-19EEVEE: Add support for GGX Multi-scatterClément Foucault
Based on http://jcgt.org/published/0008/01/03/ This is a simple trick that does *not* have a huge performance impact but does work pretty well. It just modifies the Fresnel term to account for the multibounce energy loss (coloration). However this makes the shader variations count double. To avoid this we use a uniform and pass the multiscatter use flag inside the sign of f90. This is a bit hacky but avoids many code duplication. This uses the simplification proposed by McAuley in A Journey Through Implementing Multiscattering BRDFs and Area Lights This does not handle area light differently than the IBL case but that's already an issue in current implementation. This is related to T68460. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8912
2020-09-18Unify all XYZ symmetry options using Mesh SymmetryPablo Dobarro
This adds XYZ symmetry as a property of meshes and updates all modes to use the mesh symmetry by default to have a consistent tool behavior between all modes and when switching objects. Reviewed By: brecht, mano-wii, campbellbarton Maniphest Tasks: T79785 Differential Revision: https://developer.blender.org/D8587
2020-09-18Sculpt: Render Mask and Face Sets with modifiers activePablo Dobarro
This removes the limitation of the sculpt overlays not being visible with modifiers active. Reviewed By: fclem Maniphest Tasks: T68900 Differential Revision: https://developer.blender.org/D8673
2020-09-18Overlay: Fade Inactive GeometryPablo Dobarro
This implements a new overlay that blends the bakground color over the objects that are not in the same mode as the active object, making them fade with the background. This is especially needed for sculpt mode as there is no other overlay or indication in the viewport to display which object is active. This is intended to be used with D7510 in order to have a faster workflow when sculpting models with multiple objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8679
2020-09-18LookDev: Lock HDRI rotation to ViewPablo Dobarro
This adds an option for the HDRI rotation to follow the view rotation. When this option is enabled, this allows EEVEE materials to be used as matcaps for sculpting and painting. This has an extra performance cost when orbiting around the model as the lookdev cache needs to be recalculated, but in my test it is barely noticeable. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8566
2020-09-18GPencil: Implement Holdout materialsAntonio Vazquez
This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas. After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass. See T79878 for more details Differential Revision: https://developer.blender.org/D8932
2020-09-18Fix T80927: UV Edges Not Visible When Repeat Image ActiveJeroen Bakker
When repeat image was active the image was drawn in the foreground making most uv overlays not visible. This change creates a shared defined value for repeating and not repeating images.
2020-09-17Cleanup: warning (missing-braces)Campbell Barton
2020-09-16Fix T79315 Normals Overlays broken with hidden geometryClément Foucault
Was caused by non-initialized variables before a return inside the vertex shader.
2020-09-16Cleanup: silence [-Wmissing-braces] warning.Ankit Meel
Introduced in {rBd6525e8d133b787655bdb2c2fcef218591a457c3} Compiler: Apple LLVM version 10.0.1 (clang-1001.0.46.4) Target: x86_64-apple-darwin18.7.0 Thread model: posix ``` source/blender/draw/engines/image/image_shader.c:46:13: warning: suggest braces around initialization of subobject [-Wmissing-braces] } e_data = {0}; /* Engine data */ ^ {} 1 warning generated. ``` Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8873
2020-09-16Fix T78653 Workbench: Broken Depth of Field in Viewport (Mac OSX)Clément Foucault
The output layout was wrong and it's a mistery why it works on most implementations since it's clearly a wrong usage. Thanks @sebbas for helping narrowing down the issue.
2020-09-16Cleanup: use uint8_t for various flags in curvesJacques Lucke
Previously, it was kind of a mess. In different places it was using `char`, `short` and `int`. The changed properties are flags that are operated upon using bit operations. Therefore, the integer type should be unsigned. Since we only use 2 bits of these flags, `uint8_t` is large enough. Especially note the change I had to make in `RNA_define.h` to make this work. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D8844
2020-09-16Fix T80800: Active UVMap DrawingJeroen Bakker
Regression introduced by D8234. In stead of using the active uv map, the render uv map was drawn. This change will use the active uv map.
2020-09-16Fix T80825: UV Editor UV GridJeroen Bakker
Regression introduced by D8234.
2020-09-16Fix building with tests enabledClément Foucault
2020-09-16Fix T80107 Selection: Regression in Box selectionClément Foucault
The Draw State now needs to be in sync with what the selection code set. We query the state just before locking it.
2020-09-16Fix T75061 Grease Pencil: MacOS: broken Gradient and TextureClément Foucault
There is a driver bug that makes all the end of the structure unreadable. Workaround this by just declaring a vec4 an unpacking manually.
2020-09-15Liquid Simulation Display Options (GSoC 2020)Sriharsha Kotcharlakot
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
2020-09-15Fix T80787: Fix White edges when rendering transparent smokeJeroen Bakker
The UV/Image editor was doing interpolation including over the alpha value what makes will render incorrectly when interpolating between pure emissive colors and pre multiplied colors. This change disabled the interpolation.
2020-09-15Cleanup: add missing headers to CMake, formattingCampbell Barton
2020-09-15Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"Jeroen Bakker
This reverts commit f492c8d488b7eb2166ca894e10a8128a1678a885.
2020-09-15Fix T80746: Image blur in compositor creates halo from alphaJeroen Bakker
When applying alpha, an alpha of 0.0 was always ignored, creating the Halo
2020-09-15Image Editor: Make Rendering of Pure Emissive Colors OptionalJeroen Bakker
There are some areas that don't handle pure emissive colors well. For example erasing alpha using 2d or 3d painting. Or blurring an image in the compositor. This patch makes the rendering of pure emissive colors optional. In the side panel of the Image editor it can still be enabled when needed. There currently isn't a better place to store it as it is related on how the image (or a layer of the image) is created. A future design needs to make sure that the full workflow is supported.
2020-09-15Fix Unreported: Repeat Image RegressionJeroen Bakker
Regression introduced by c6210f9bacdb. The vertex shader still used the old value for the SIMA_DRAW_FLAG_DO_REPEAT.
2020-09-15CleanUp: Fixed incorrect parameters to GPU_depth_testJeroen Bakker
2020-09-15Workbench: Depth Of Field: Fix regression in look and avoid implicit castClément Foucault
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
2020-09-15Workbench: Depth Of Field: Fix undefined behavior with using texelFetchClément Foucault
On MacOS + Intel Iris Graphics 6100 (may affect other config too), the texelFetch operation bypass the base mip setting of the texture object. Using textureLod with lod = 0.0 ensure the lowest (after clamping) mip will always be selected. Also disable the texture filtering for this sampler to avoid unecessary fetches. This should fix T78653 Blender 2.83 broken Depth of Field in Viewport
2020-09-14GPU: Add debug groupsClément Foucault
Debug groups makes it easier to view from where an error comes from. The backend can also implement its own callback to make it easier to follow the API call structure in frame debuggers.
2020-09-14Fix T80770: UV Image Editor: Display Texture Paint UVs Not WorkingJeroen Bakker
When developing the image draw engine I wasn't aware of this option. But now it is back.
2020-09-14DrawManager: Resolve Assert in Image EngineJeroen Bakker
Tiled texture uses different texture structure than normal textures. Normally we add dummy textures and use them, but I found it cleaner to have 2 shaders and use the correct shader.
2020-09-14DRW: Fix wrong use of GPU_blendClément Foucault
Use the enum instead of a boolean. Exibit n°5512 where typecast warning would have find the error.
2020-09-14Cleanup: DRWManager: Remove deprecated pass_state functionsClément Foucault
And also enable pass names when using `--debug-gpu` option.
2020-09-14Fix T80603 Workbench: Inverted alpha when renderingClément Foucault
This was caused by a left over DRWPass->state modification that made the subsequent samples redraw without Blending enabled. This led to incorrect blending. The fix is to use the new API for pass instancing.
2020-09-13Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'Clément Foucault
Rendering only to the depth buffer seems to need a valid fragment shader with a color output on some platform.
2020-09-13CleanUp: Code foldingJeroen Bakker
Incorrect code folding in recent commit
2020-09-13Cleanup: spelling, update function name in commentsCampbell Barton
2020-09-12Fix remaining GL calls/type preventing from building due to recent cleanupClément Foucault
2020-09-12GPU: Fix wrong state before python callbacksClément Foucault
This was caused by a missing state apply. We force the GPUState to be set after the callbacks to avoid desync between our state tracker and the real gl state. This fixes some issues but a better general fix for all BGL would be better. This fix T80297 2.91 texture alpha is not transparent
2020-09-12Cleanup: Remove GLEW dependencies outside of GL moduleClément Foucault
2020-09-12GPU: Add Image Load Store extension supportClément Foucault
This wraps the functionality used to speedup EEVEE volumetrics. This touches the rendering code of EEVEE as it should fix a mis-usage of the GL barrier. The barrier changed type and location, removing an unused barrier.