Age | Commit message (Collapse) | Author |
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Assert happened as it could not create uv batches without an UVMap.
Solution is to only request those batches when the UVMaps are available.
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Issue introduced by 68651534c263 due to an incorrect merge/rebase
It was resetting the AO buffer every time the time step happened.
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For the self overlap result, each intersection pair does not need to
be tested twice.
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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
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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
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The incorrect view was setup so it was drawn in pixel space. This patch
changes it to use UV space.
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IMAGE_DEPTH is used for bit depth.
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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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
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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
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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
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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
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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
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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
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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.
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Was caused by non-initialized variables before a return inside
the vertex shader.
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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
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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.
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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
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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.
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Regression introduced by D8234.
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The Draw State now needs to be in sync with what the selection
code set. We query the state just before locking it.
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There is a driver bug that makes all the end of the structure unreadable.
Workaround this by just declaring a vec4 an unpacking manually.
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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
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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.
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This reverts commit f492c8d488b7eb2166ca894e10a8128a1678a885.
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When applying alpha, an alpha of 0.0 was always ignored, creating the
Halo
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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.
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Regression introduced by c6210f9bacdb. The vertex shader still used the
old value for the SIMA_DRAW_FLAG_DO_REPEAT.
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This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
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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
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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.
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When developing the image draw engine I wasn't aware of this option. But
now it is back.
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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.
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Use the enum instead of a boolean. Exibit n°5512 where typecast
warning would have find the error.
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And also enable pass names when using `--debug-gpu` option.
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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.
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Rendering only to the depth buffer seems to need a valid fragment shader
with a color output on some platform.
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Incorrect code folding in recent commit
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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
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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.
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