Commit Graph

3734 Commits

Author SHA1 Message Date
Laurynas Duburas
9ae063d40b Fix #123325: Curve selection more does not highlight curves
Adds handles to curve types `CURVE_TYPE_CATMULL_ROM`,`CURVE_TYPE_POLY` to fix #123325.
Previously not shown as seemed redundant in `Control Point` edit mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/123373
2024-06-19 18:31:02 +02:00
Clément Foucault
979e142965 Fix: EEVEE: Object holdout not working
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
  practice)
- Handle transparent materials properly, keeping the
  transparency working.

Fix #123284

Pull Request: https://projects.blender.org/blender/blender/pulls/123315
2024-06-18 15:35:04 +02:00
Jeroen Bakker
832918f9d8 Fix #115344: Generated coordinates for hair psys
When using particle system the generated coordinates where not set.
The reason is that a loose resource handle was created for particle
system that didn't contain enough information to calculate orcos.

This PR will create the object info from its parent object.

Pull Request: https://projects.blender.org/blender/blender/pulls/123307
2024-06-17 13:45:23 +02:00
Hans Goudey
2d4c624a87 Fix #123171: Mesh edit mode lines index buffer crash with curve modifier
I didn't think the BMesh extraction mode could arrive at the case where
only loose edges are requested, but turns out it can because of the
mesh wrapper system where the evaluated mesh is actually a BMesh with
deformed positions.
2024-06-13 10:22:11 -04:00
Jeroen Bakker
e1ee3ed7df Fix #123045: Accumulate Samples When Navigating
When navigating the samples were always reset. This was introduced
by 7ec59b05ff where samples needed
to be reset when painting.

This PR solves it by separating the navigation and the painting more
clearly in the API. Also cleans up some calls that are also encapsulated
via the EEVEE Instance class.

Validated that painting and navigating still worked with these changes
applied.

Pull Request: https://projects.blender.org/blender/blender/pulls/123064
2024-06-11 14:07:26 +02:00
Hans Goudey
a0cf59c186 Fix #122770: Crash with "High Quality Normals" and loose edges/verts
Caused by a simple mistake in 84c4ddbbb9.
2024-06-10 22:33:15 -04:00
Brecht Van Lommel
27f467e028 Draw: Avoid hang when depsgraph update happens during draw
This should not happen and any failure here should be considered a bug.
But for end users better not to hang Blender, and to have a better
diagnostic for developers in bug reports.

Ref #82483

Pull Request: https://projects.blender.org/blender/blender/pulls/123023
2024-06-10 18:11:41 +02:00
Miguel Pozo
fb98edf322 GPU: Add GPU_material_batch_compile
Add `GPU_material_batch` API.
It uses the new `GPU_shader_batch` from #122232 internally and it
works in the same way.

Note: This doesn't implement parallel material optimizations.

Pull Request: https://projects.blender.org/blender/blender/pulls/122793
2024-06-07 16:11:50 +02:00
Hans Goudey
05142b3ea8 Fix #122523: Crash/missing loose edge drawing with two viewports
With two viewports, and one viewport with overlays turned off, one viewport
first requests positions without calculating loose geometry, then the second
viewport can request the loose geometry index buffer. In that case the
previously-calculated positions VBO has the wrong size.

To fix this, always calculate loose geometry when the positions are requested.
That's required because we no simple way of checking whether the previously
uploaded positions included loose geometry. That was the state before recent
refactors in this area anyway.

This makes it clear that the optimization to not calculate loose geometry is
meaningless, because the positions buffer will always be requested at some
point when drawing a mesh.
2024-06-05 10:32:27 -04:00
Hans Goudey
aa81e2dd4a Fix #122455: Wireframe overlay can crash with loose geometry
The `nor` vertex buffer wasn't large enough for the indices in the lines
index buffer. This is undefined behavior at best AFAIK. On some drivers
it caused crashes when there was only loose geometry.

This commit makes the VBO large enough for all indices, filling the loose
geometry normals with (0,0,0,0), which the overlay wireframe shader
already checks for.

Pull Request: https://projects.blender.org/blender/blender/pulls/122720
2024-06-04 17:43:11 +02:00
Clément Foucault
cc0d12dd20 EEVEE: Remove EEVEE-Legacy
This handles the transition to EEVEE-Next (now EEVEE).

This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties

The remaining legacy properties will be removed later
on to avoid python API breakage.

We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.

Thank you EEVEE-Legacy, you served us well.

Pull Request: https://projects.blender.org/blender/blender/pulls/122433
2024-06-04 14:17:58 +02:00
Hans Goudey
e2402eb4a9 Cleanup: Use C++ types, references for CCGElem access 2024-06-02 20:36:33 -04:00
Hans Goudey
49b52b35d5 Cleanup: Move BKE_ccg.h to C++ 2024-06-02 20:36:33 -04:00
Hans Goudey
7e5f061851 Fix: Assert in mesh draw edit UV tris extraction
Caused by e916cd5d69.
2024-06-01 11:17:51 -04:00
Clément Foucault
62bfb3623d DRW: Invalid clip data if view is from planar reflection
The plane and corner extraction code was just not correct.

Fix #122067
Pull Request: https://projects.blender.org/blender/blender/pulls/122516
2024-05-31 16:15:52 +02:00
Pratik Borhade
c80e30684c GPv3: Lock material layer property
This ports the `lock_material` layer property to GPv3.
For this, the `layer_index` is also required in `retrieve_editable_points`
and `retrieve_editable_strokes` to choose strokes based on
the `lock_material` property.
In `retrieve_editable_elements` we now pass the `MutableDrawingInfo`
to get both the `drawing` and `layer_index`.

Pull Request: https://projects.blender.org/blender/blender/pulls/119913
2024-05-31 15:13:35 +02:00
Clément Foucault
4ab652256d Fix: EEVEE-Next: Invisible volume without any shader attributes
By removing the check we make it possible to render volume objects
even if the shader doesn't require any volume attribute.

We still check if there is any attribute to not draw empty
volume objects that have no attribute as a unit cube.

Fix #103683
2024-05-29 16:17:53 +02:00
Raul Fernandez
8182ebd4d2 Fix #95419: Sculpt: Invert visible hides all faces with Multires modifier
Fix for sculpt mode: invert visible hides all faces with Multires modifier #95419

Grids face indices should not change on the fly based on hidden state.
It caused the rendering glitches shown on the original bug report and the attached recordings.

* this PR removes the unnecessary check and dependency of grids visibility with the smooth/sharp of faces.
* replaces smooth flag for sharp flag which better express the intent and simplifies the logic.

Pull Request: https://projects.blender.org/blender/blender/pulls/121929
2024-05-29 06:02:54 +02:00
Hans Goudey
5cd06ffe60 Cleanup: Mesh: Modernize vert to corner topology map naming 2024-05-28 23:48:37 +02:00
Hans Goudey
34af347bb5 Cleanup: Remove unused mesh extractor 2024-05-28 13:34:50 -04:00
Hans Goudey
48cc79f52d Mesh: Edit data draw extraction improvement
Part of #116901.

Avoid the "extractor" abstraction for creation of edit mode overlay data
vertex buffers. Use threading::parallel_for loops instead. Also prefer
code duplication over linking things that are unrelated. This is the
last "extractor" loop that runs by default in edit mode so there is a
small performance improvement there. Besides that, the changes is the
same as the other similar refactors.

Pull Request: https://projects.blender.org/blender/blender/pulls/122386
2024-05-28 18:06:08 +02:00
Sean Kim
9d3e2de76e Cleanup: make format 2024-05-28 08:47:58 -07:00
Hans Goudey
b642b516d9 Cleanup: Reorder edit data draw buffer extraction function
Just to make a future diff smaller.
2024-05-28 11:26:22 -04:00
Hans Goudey
ebbb72187a Cleanup: Use references, const, for mesh edit data flag extraction 2024-05-28 11:26:21 -04:00
Hans Goudey
89c13dbb5c Fix: Mesh draw extraction missing wire batch missing normals input
The `overlay_wireframe` shaders uses a `nor` input but it wasn't added
to the GPU batch since the normals were split to a separate vertex buffer.
Adding that input gets closer to the appearance in 4.0. But it still looks a
bit different-- the outline is not as bright overall.

Fixes #120781.

Pull Request: https://projects.blender.org/blender/blender/pulls/120827
2024-05-28 16:58:08 +02:00
Campbell Barton
c110d26c61 Cleanup: use const pointers where possible 2024-05-28 13:47:43 +10:00
Hans Goudey
91c7809640 Fix #122319: GPU subdivision loose geometry positions invalid
Caused by 8d4da6063a
2024-05-27 23:04:07 -04:00
Hans Goudey
0dd61a9dc6 Fix #122293: Hidden edges affect incorrect loose edge indices
The loose edge section of the index buffer was built incorrectly,
essentially assuming that all the hidden edges came at the end of the
loose edge indices. To correct this, we need to track the visibility of
each loose edge index rather than the visibility of each edge itself.
This is driven by the need to combine the loose and non-loose indices
into one IBO with the loose edges in a contiguous section, and the
desire to avoid restart "invisible" indices in the buffer to upload
less data to the GPU.
2024-05-27 16:18:41 -04:00
Sebastian Parborg
241c19a57a Add "Only project onto selected" for curve, GP3, and annotation drawing
Implementation of the proposal in: #121535

When drawing with "project to surface" turned on, it is now possible to restrict the projection to only the selected objects.
This is really useful for drawing onto surfaces that has a lot of detail meshes that you don't want to project onto.
2024-05-27 13:37:36 +02:00
Sergey Sharybin
1b18e07232 Fix #121480: Cryptomatte shows some objects as black
The issue originates to the change in default view transform from Filmic
to AgX, which does slightly different clipping, and clips color to black
if there is any negative values.

This change implements an idea of skipping view transform for viewer
node when it is connected to the Pick output of the cryptomatte node.
It actually goes a bit deeper than this and any operation can tag its
result as a non-color data, and the viewer node will respect that.
It is achieved by passing some extra meta-data along the evaluation
pipeline. For the CPU compositor it is done via MetaData, and for the
GPU compositor it is done as part of Result.

Connecting any other node in-between of viewer and Cryptomatte's Pick
will treat the result as color values, and apply color management.

Connecting Pick to the Composite output will also consider it as color,
since there is no concept of non-color-managed render result.

An alternative approaches were tested, including:

- Doing negative value clamping at the viewer node.
  It does not work for legacy cryptomatte node, as it needs to have
  access to original non-modified Pick result.

- Change the order of components, and store ID in another channel.

  Using one of other of Green or Blue channels might work for some view
  transforms, but it does not work for AgX.

  Using Alpha channel seemingly works better, but it is has different
  issues caused by the fact that display transform de-associates alpha,
  leading to over-exposed regions which are hard to see in the file from
  the report. And might lead to the similar issues as the initial report
  with other objects or view transforms.

- Use positive values in the Pick channel.

  It does make things visible, but they are all white due to the nature
  of how AgX works, making it not so useful as a result.

Pull Request: https://projects.blender.org/blender/blender/pulls/122177
2024-05-24 17:25:57 +02:00
Bastien Montagne
7f1a8f9956 Fix #122162: GPv3: always clamp stroke thickness to positive values for drawing.
While having negative values in the data itself seems fine (at least
there is nothing in the design forbidding it, and it was also allowed in
GPv2 data), drawing code should only accept positive values, and clamp
negative ones to zero:
  * It matches GPv2 behavior.
  * Drawing code uses negative values as some sort of 'flag' for
    rounded tips of strokes.

Note: This is a follow-up of !120840.

Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/122173
2024-05-24 10:02:59 +02:00
Hans Goudey
da1ea4cdd1 Revert "Draw: Avoid temporary copy for mesh triangulation index buffer"
This reverts commit 108ab1df2d.

This causes issues when duplicating objects that I don't have time
to investigate right now.
2024-05-23 23:43:34 -04:00
Sergey Sharybin
2a5892e013 Fix compilation error after recent cleanup 2024-05-23 22:17:36 +02:00
Hans Goudey
427b356b87 Cleanup: Rename mesh render data orig index variables 2024-05-23 15:19:10 -04:00
Hans Goudey
3b93e8adca Cleanup: Mesh: Fix complicated index retrieval for loose points 2024-05-23 14:02:23 -04:00
Hans Goudey
108ab1df2d Draw: Avoid temporary copy for mesh triangulation index buffer
The mesh triangulation data is stored in CPU memory with the same format
as the triangles GPU index buffer. Because of that we can skip creating a
temporary copied owned by the GPU API. One way to do that is to just
upload the data directly and avoid keeping a reference to it. However, we
can only upload GPU data from the main thread with OpenGL, so instead
reference the data and keep track of whether to free it.

When drawing a mesh with a single material and 1.8 million faces, this
change gives a 12-15% improvement in framerate, from about 32 to 37 FPS.

Part of #116901.

Pull Request: https://projects.blender.org/blender/blender/pulls/122175
2024-05-23 19:59:36 +02:00
Hans Goudey
c7c2a9c4c9 Fix #122154: Loose edges invisible, wireframe shading mode crashes
When there are no "extractors" the dependencies didn't work properly to
calculate the loose geometry. This is similar to 30ec31b550.
2024-05-23 08:30:16 -04:00
Hans Goudey
7be5802187 Cleanup: Remove outdated comment
Pull Request: https://projects.blender.org/blender/blender/pulls/122122
2024-05-22 23:27:22 +02:00
Hans Goudey
a778e3ddc1 Refactor: Avoid "extractors" abstraction for mesh normals GPU data
Part of #116901.
The only non-obvious part is changing from using the `MR_DATA_LOOP_NOR`
flag as a signal to calculate normals and store them in `MeshRenderData` to
a more explicit check that the normals buffer is requested. In the future hopefully
these dependencies will be refactored to be part of the task graph instead.
2024-05-22 15:40:58 -04:00
Hans Goudey
30ec31b550 Refactor: Tweak mesh render data normals update
Move the responsibility of deciding whether to calculate face corner
normals closer to the buffers and iteration, in preparation for replacing
the `data_flag` and `iter_flag` abstractions from the extractors system.
2024-05-22 15:40:58 -04:00
Hans Goudey
bce210578b Mesh: Replace extractor loop for BMesh normals extraction
Part of #116901. Main benefits to this change are reduced function call
overhead and a simpler hot loop when face corner normals are extracted.
Code duplication is also reduced through use of templates. The downside
is that the access patterns aren't clearly better for the BMesh case where
a lot of data is stored array-of-structs style.
2024-05-22 15:40:58 -04:00
Hans Goudey
99bda7670b Cleanup: Remove unused mesh extractor dependency flag
Mesh triangulation is retrieved with the typical `corner_tris()` lazy
calculation function rather than calculated in a special task now.
2024-05-22 15:40:58 -04:00
Hans Goudey
957c2f3df2 Mesh: Avoid calculating vertex normals for drawing flat-shaded meshes
Make better use of the lazy calculation by avoiding storing a reference
to the calculated normals in the mesh render data. This reduces memory
usage from 282 MB to 225 MB in a test file with about 2 million faces.
2024-05-22 15:40:58 -04:00
Hans Goudey
8d4da6063a Draw: Replace extractor abstraction for mesh positions extraction
Part of #116901. The remaining change was to change the BMesh iteration
to not use the extractor callbacks.
2024-05-22 15:40:57 -04:00
Hans Goudey
556c321500 Cleanup: Rearrange code in in mesh draw position extraction
Extract mesh logic to a separate function, and reorder subdiv loose
geometry extraction function. This is mainly to make a future diff
clearer. Also rename a variable to use more typical naming.
2024-05-22 15:40:57 -04:00
Raul Fernandez
304b862d28 Refactor: Split create_index_grids() into 2 separate functions
Refactor subtask of #121929

Simplified void create_index_grids(const PBVH_GPU_Args &args, bool do_coarse)
with 2 extra functions that account for 2 code path generating faces indices.
This increase code readability and reasoning about its behavior instead of having a single uber function.

Pull Request: https://projects.blender.org/blender/blender/pulls/122020
2024-05-22 18:02:01 +02:00
Hans Goudey
07eac30070 Mesh: Points index buffer improvement
A continuation of #116901. This one doesn't have a performance impact
in my testing. It also adds a bit more code compared to main so it isn't
really obviously "better" like the previous refactors. However it does
get us closer to removing the "extractors" callback iteration loop
(`edit_data` is the only other enabled by default), and I'd argue that
the final code is easier to iterate on in the future since it's more
self-contained.

I made an effort to avoid storing restart indices in the index buffers.
Though this requires a bit more calculation on the CPU (particularly
because the hidden gaps in the IBO need to be compressed out), it
reduces overall CPU->GPU traffic and removes the need to strip the
restart indices on Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/122084
2024-05-22 16:08:55 +02:00
Hans Goudey
d93b27a12e Subdiv: Simplify GPU subdivision loose geometry handling
The main change is avoid storage of redundant data in the subdivision
draw cache, mainly by replacing reverse lookup from subdivided edge to
coarse edge. This way loops are structured as iteration over coarse
edges instead of iteration over subdivided edges with optional behavior
for vertices with matching base mesh faces. With that inversion the
information in the draw cache is trivial (or duplicated from an array
in `MeshRenderData`), so it's all removed, except for the subdivided
loose edge positions. That array is also shrunk though, by not
duplicating positions in between each subdivided edge. Its calculation
is more efficient for the same reason too.

Overall, besides code simplification, the effect should be lower
overhead with loose edges with GPU subdivision. Admittedly this isn't
a very important use case, but it's part of a general refactor trying
to use better data oriented design in this area (#116901).

Pull Request: https://projects.blender.org/blender/blender/pulls/122071
2024-05-21 21:46:11 +02:00
Hans Goudey
5c44f9bddc Cleanup: Use references in mesh draw cache 2024-05-21 09:09:07 -04:00
Hans Goudey
e5d3ee2b04 Cleanup: Allocate mesh batch cache subdiv cache as non-trivial struct
For future use of RAII types like `Array` and `Vector`.
2024-05-20 23:07:14 -04:00