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2020-04-02Sculpt: Delay Viewport UpdatesPablo Dobarro
In Blender 2.81 we update and draw all nodes inside the view planes. When navigating with a pen tablet after an operation that tags the whole mesh to update (like undo or inverting the mask), this introduces some lag as nodes are updating when they enter the view. The viewport is not fully responsive again until all nodes have entered the view after the operation. This commit delays nodes updates until the view navigation stops, so the viewport navigation is always fully responsive. This introduces some artifacts while navigating, so it can be disabled if you don't want to see them. I'm storing the update planes in the PBVH. This way I can add support for some tools to update in real-time only the nodes inside this plane while running the operator, like the mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6269
2020-04-02Missed file in previous commitJeroen Bakker
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing.
2020-04-02Revert "Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ↵Dalai Felinto
Armatures" This reverts commit 782e6ea4edd9cb09f2583c8f28a24d6330dc6ce8. Said fix introduced a crash the moment one goes to edit mode.
2020-04-02Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front ArmaturesJeroen Bakker
Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7289
2020-03-31Fix T75244: Screw Modifier CrashJeroen Bakker
Draw batch extraction wrongly assumed that when mapped extraction happened that all original data could be found. This is not the case as mapped extraction is also enabled when part of the data is present. This fix does additional nullptr checks.
2020-03-31Fix T73513: Facing Overlay Intervene With SelectionJeroen Bakker
Do not draw the facing overlay during selection.
2020-03-31Fix T74898: Multiresolution Ghost After OrbitingJeroen Bakker
EEVEE and Workbench both had the same issue that they continue with the last sample when leaving navigating. This is ok for regular meshes as they are all the same. For multiresolution it ain't as a low res version of the mesh is used during navigation. This patch also resets the AA samples when the user leaves navigation.
2020-03-30GPencil: Remove `is_edit_mode` from cache dataAntonio Vazquez
This value is not used by new engine.
2020-03-30GPencil: Remove GP_DATA_PYTHON_UPDATED used by old engineAntonio Vazquez
2020-03-30Fix T75144 Grease Pencil: Python generated strokes flicker and crashClément Foucault
This was caused by a flag not being reset in time, causing discard of batches already queued to be drawn.
2020-03-30GPencil: Rename Overlay blend mode to Hard LightAntonio Vazquez
Differential Revision: https://developer.blender.org/D7280
2020-03-30Fix T74663 GPencil: Fills are Flickering on NvidiaClément Foucault
This was caused by an unitialized variable.
2020-03-30GPencil: Fix overlay blend mode creating inverted colorsClément Foucault
2020-03-30EEVEE: Bloom: Fix inverted source and base bufferClément Foucault
This does not change the ouput much.
2020-03-30NormalOverlay: Center Dot Normal Drawing With ModifiersJeroen Bakker
When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU.
2020-03-30Normal Overlay: Hide Normals Of Generated LoopsJeroen Bakker
The loop normals were always drawn. We used to only draw the normals if it was mapped to an original loop of the mesh. Due to recent changes we can not find the correct loop and decide if we need to draw them. Note still need to check the face dots normals. This is more complicated as facedot normals needs to be encoded in a different way
2020-03-30Fix T75053: Paint Overlay Show Modified Wires and EdgesJeroen Bakker
The paint mask overlay showed the wires and edges of the final mesh. This change will only draw wires and edges that are mapped to the original mesh. This change enables mapping data in regular Mesh extraction. This can also be used for better drawing of the normal overlay. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7277
2020-03-30DRW: match edge opacity to 2.82Campbell Barton
Edges were hard to see in some cases in edit-mesh vertex/face modes. Since 804e90b42d72 alpha is handled differently, update edge alpha to visually match 2.82.
2020-03-29Overlay: Edit Mesh: Add offset for thicker edgesClément Foucault
Edges with sharpness, seam and bevel are thicker and thus needs more offset to not appear aliased. Based on D5448 by @oficsu
2020-03-29Overlay: Edit Mesh: Make offset depth dependent (w.r.t depth precision)Clément Foucault
The previous offset was done in view space. It is now done in NDC space to avoid differences when adjusting the near/far plane distances.
2020-03-29Cleanup: spelling, commentsCampbell Barton
2020-03-28Fix T74969: Crash in gpencil edit modemano-wii
Result of poor shader pre-processing on Intel HD 4000 drivers
2020-03-27Overlay: Outline: Fix unreported feedback loop when smooth wire is disabledClément Foucault
2020-03-27GPencil: More cleanups missing in previous commitAntonio Vazquez
2020-03-27GPencil: Cleanup of unused code a argumentsAntonio Vazquez
2020-03-27Fix T69060: File Output Node does not work with Time RemappingPhilipp Oeser
Problem is that the RenderEngines will change the RenderData cfra when rendering (when time remapping is used -- at least workbench/eevee/ gpencil do a combination of BKE_scene_frame_get() plus RE_GetCameraWindow() which alters the RenderData cfra). Later on in the pipeline, the Compositor will use this RenderData cfra to determine the output file name for the FileOutput node. (In contrast to this, the 'regular' Output will use the Scene's RenderData -- not the Render's -- cfra [which hasnt been altered]) It is not entirely clear why RE_GetCameraWindow was setting the cfra on the Render, but it appears to be legacy OGL rendering related and is not needed anymore. Removing this will keep the cfra as needed for the Compositor FileOutput node.
2020-03-27Cleanup: add iterator macros to clang-formatCampbell Barton
Also rename START to BEGIN (matching BEGIN/END for most iterator macros).
2020-03-26Overlay: Fix crash caused by NULL passesClément Foucault
2020-03-26Fix T75087 Workbench: DoF: Divide By Zero when antialiasing is disabledClément Foucault
2020-03-26Overlay: Wireframe: New method to avoid zfighting with geometryClément Foucault
This new method is only enabled if Overlay Smooth Wire is enabled. This method gives really nice results but has some downside: - Require a depth copy or loose the ability to write wire depth to the depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost. - Require some depth sampling and prevent early depth test (i.e: has some performance impact). - Has some relatively minor instability with geometry that are perpendicular to the view and intersecting with other geometry. Pros: - Compared to a fullpass approach this is surely going to have less performance impact and much higher quality. - Removes the additional vertex offset. (see T74961) - Fixes all half edges z-fighting. {F8428014} {F8428015} Reviewed By: brecht Differential Revision: https://developer.blender.org/D7233
2020-03-26Fix T74692: Do not draw nodes with the default face setPablo Dobarro
The default face set color is white, so we can skip drawing the default face set. This allows to enable again the optimization of not drawing overlays in nodes where the mask is empty. This will still slow down the viewport when a new face set is created for the whole mesh or when inverting the mask, like in previous versions. I also renamed the function to make more clear that now it is checking for both mask and face sets. Reviewed By: brecht Maniphest Tasks: T74692 Differential Revision: https://developer.blender.org/D7207
2020-03-26Fix Crash In Paint OverlayJeroen Bakker
The previous implementation tested the normal behavior and ignored some edge cases. This patch will also test for NULL in all cases
2020-03-26Fix T70807: Weight Paint Overlay XRayJeroen Bakker
Weight paint overlay was not working when XRay was turned on. The Weight Paint overlay is rendered directly into the default framebuffer with a depth equal test. This test fails as the depth won't match. This patch will update the depth buffer in these cases. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7176
2020-03-26GPencil: Fix unreported fade object when no Gpencil object is selectedAntonio Vazquez
Only must fade if the active object is a GPencil.
2020-03-26Fix T75062: Frame Flashes During 3D Viewport Animation PlaybackJeroen Bakker
This issue became visible after fixing other TAA issues recently. The sample count of the first frame wasn't reset resulting that the incorrect resolve took place. This issue was already there beforehand, it is just much clearer during the recent changes. Now the `taa_sample will be reset when performing an animation playback in the 3d viewport.
2020-03-26Fix T75090: crash with old NVIDIA drivers after overlay refactorBrecht Van Lommel
Work around GLSL compiler bug with backslash in preprocessor macros.
2020-03-25Cleanup: typo in printPhilipp Oeser
2020-03-25Alpha hash support for hair in EEveeJoe Eagar
This patch adds support for alpha hash for hair rendering in EEvee. Here's a comparison of with alpha hashing: {F7588610} And no alpha hashing: {F7588615} Note that this needs "soft shadows" enabled, otherwise shadows will be noisy; here's a render with soft shadows disabled: {F7588621} Reviewed By: fclem Differential Revision: https://developer.blender.org/D5221
2020-03-24Overlay: Wireframe: Make facing ratio offset depends on gl_Position.wClément Foucault
This makes the offset dependent of the actual near and far clip distances.
2020-03-24Fix T74782: WorkBench TAA Artifacts During Painting/DrawingJeroen Bakker
When the TAA is finished the screen can still be redrawn by other operations without the TAA resets. If that happened the TAA did add a blank sample to the result as the scene wasn't drawn, but the was processed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7226
2020-03-24Revert "Fix T74782: WorkBench TAA Artifacts During Painting/Drawing"Jeroen Bakker
This reverts commit 58ac113b76d950c72c7319094f7e6cc61c70dc59.
2020-03-24Fix T74744: Studio Lights editor not updating in realtime when tweakingPhilipp Oeser
the settings Caused by rBc476c36e4008. This hooks into the existing FIXME (workaround for a missing update tagging), reactivates the NS_VIEW3D_GPU notifier (introduced in rB2ad3d8f158d2 -- but not going anywhere atm.) to check changes to rv3d rflag which indicated UserStudioLight has changed. To not have updates all the time, the rflag also needs to be cleared again (see original rB2ad3d8f158d2). Maniphest Tasks: T74744 Differential Revision: https://developer.blender.org/D7194
2020-03-24Fix T74872: Clipping Region not updatingPhilipp Oeser
Caused by rBc476c36e4008. This hooks into the existing FIXME (workaround for a missing update tagging), needs to also check the clip_state (to detect changes in DRW_STATE_CLIP_PLANES). Maniphest Tasks: T74872 Differential Revision: https://developer.blender.org/D7193
2020-03-24Fix T74957: Matcap flip not updatingPhilipp Oeser
Caused by rBc476c36e4008. This hooks into the existing FIXME (workaround for a missing update tagging from operators), needs to also check the shading.flag (to detect changes in V3D_SHADING_MATCAP_FLIP_X). Differential Revision: https://developer.blender.org/D7192
2020-03-24Fix T74096: Paint Masking overlay can`t be hiddenPhilipp Oeser
Caused by rB9516921c05bd. Dont really see a reason to draw overlays here if overlays are disabled. Looks like this only affects Face/Vertex mask selection drawing [which should indeed be hidden when overlays are disabled] next to two exceptions: - OVERLAY_paint_vertex_cache_populate draws weights as well [D7176 / T70807 might be related here, but to me it looks like drawing weights here is actually not needed at all] - OVERLAY_paint_texture_cache_populate calls DRW_cache_mesh_surface_texpaint_get [not sure about this one, this is also called from workbench_cache_texpaint_populate, looks like this is not needed when overlays are hidden] Maniphest Tasks: T74096 Differential Revision: https://developer.blender.org/D7179
2020-03-23Revert "COW: Edit Mesh: Do not copy the looptris pointer"Germano Cavalcante
The looptri is repeated in the linked Meshes but the pointer is only referenced in the evaluated ones. This reverts commit 64982e213f014123d1b0406cf9ae893910a6a3d3.
2020-03-23Fix T74782: WorkBench TAA Artifacts During Painting/DrawingJeroen Bakker
When the TAA is finished the screen can still be redrawn by other operations without the TAA needs to be reset. If that happened the TAA did add a blank sample to the result. This patch will add an early exit in the case TAA was finished. Note that there are still some cases still not working. The overlay engine can in certain circumstances draw directly into the default_fb what can lead to render artifacts.
2020-03-23UI: Theme options for checkerboard pattern colors and sizeMichael Soluyanov
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
2020-03-23Fix T74923: Weight Painting Overlay Invisible for In Front ObjectsJeroen Bakker
For In Front Objects we need to use the in front depth buffer. This patch will use the in front depth buffer and also makes sure that it is filled with the center pixel depth. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7216