Commit Graph

4646 Commits

Author SHA1 Message Date
Jeroen Bakker
7c373555fd Fix T81254: Incorrect calculation of EEVEE Transmittance Volumetrics
Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.

Backport to Blender 2.83.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9038
2020-10-07 17:26:37 +02:00
Jeroen Bakker
afab33e0b9 UV/Image Editor: Overlay Popover
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.

Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.

Like the 3d viewport, there will be a editor toggle to enable/disable the overlays

For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.

Reviewed By: Julian Eisel, Pablo Vazquez

Differential Revision: https://developer.blender.org/D8890
2020-10-07 17:15:17 +02:00
Jeroen Bakker
e3a0e57542 CleanUp: DrawManager Balanced alloc/free of surface_per_mat cache
The alloc was done in the init, but the free was done in the discard.
As discarding can happen more often there were some unneeded if
statements to work around use after free.

This patch moves the free to the `mesh_batch_cache_clear` and removes
the if statements to check for use after free.
2020-10-07 16:18:12 +02:00
Jeroen Bakker
0796807720 CleanUp: Introduce eMeshBatchDirtyMode enum
It used to be an `int mode`.
2020-10-07 16:18:12 +02:00
Clément Foucault
a81b059f1d Fix T79184: Specular highlight turns object black on some studio lights
This case was leaving some data uninitialized, producing some NaNs in the
fragment shader.
2020-10-07 14:09:08 +02:00
Jeroen Bakker
7d0139f417 Fix T81459: Memory Leak Cycles Rendered Viewport
The external engine in the draw manager wasn't registered correctly.
This did not free the resources after the external engine was used.
2020-10-06 08:33:42 +02:00
Campbell Barton
d858859402 Cleanup: spelling
Also correct own correction from 58b8724a48
thanks @mont29 for raising this.
2020-10-02 20:41:03 +10:00
Campbell Barton
28ebe827e6 Cleanup: trailing space 2020-10-02 11:59:16 +10:00
Pablo Dobarro
e41437b16e Fix T81268: Crash when undo from Sculpt Mode to Edit Mode
This was introduced in 6c9ec1c893. The overlays can now be drawn when
PBVH drawing is not enabled, but the PBVH should still exist in the
SculptSession in order to draw them. Before, it was avoiding the crash
by checking use_pbvh as BKE_sculptsession_use_pbvh_draw also checks if
the PBVH exists.

Reviewed By: sergey

Maniphest Tasks: T81268

Differential Revision: https://developer.blender.org/D9044
2020-10-01 19:18:22 +02:00
Jacques Lucke
365bf103d1 Volumes: support lower resolution in viewport
The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.

Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9040

Ref T73201.
2020-10-01 17:59:04 +02:00
Valentin
5ac4778056 Cleanup: convert gforge task ID's to phabricator format
Cleanup old tracker task format to the new. e.g: [#34039] to T34039

Ref D8718
2020-09-30 20:11:06 +10:00
Campbell Barton
0863316745 Cleanup: use angle-brackets for email addresses
This is already the most widely used convention.

Use this so `make check_spelling_c` will ignore all email addresses.
2020-09-30 12:05:56 +10:00
Campbell Barton
38a66903e5 Cleanup: sort struct declarations 2020-09-30 11:51:13 +10:00
Jacques Lucke
e12767a035 Volumes: support selection and outlines in viewport
Previously, one could only select a volume object in the outliner
or by clicking on the object origin. This patch allows you to click
on the actual volume.

Furthermore, the generated (invisible) mesh that is used for
selection is also used to draw an outline for the volume object now.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9022
2020-09-29 12:39:41 +02:00
Jeroen Bakker
1a64f97b9e Fix T81126: Assert going to Texture Paint workspace without a UVMap
Assert happened as it could not create uv batches without an UVMap.
Solution is to only request those batches when the UVMaps are available.
2020-09-25 11:29:05 +02:00
Jeroen Bakker
59afbf0c04 Fix T81157: Eevee MotionBlur steps setting make ao pass darker
Issue introduced by 68651534c2 due to an incorrect merge/rebase
It was resetting the AO buffer every time the time step happened.
2020-09-25 10:15:37 +02:00
Germano Cavalcante
e77f986fa0 MeshAnalysis: Optimize the detection of intersecting geometry
For the self overlap result, each intersection pair does not need to
be tested twice.
2020-09-22 11:00:24 -03:00
Jeroen Bakker
b17cca6966 Fix T81026: Image Editor: Alpha (like Bloom) not showing properly
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
2020-09-22 13:52:54 +02:00
Jacques Lucke
222ed9f781 Fix T80943: return early when field to visualize is NULL 2020-09-22 10:43:11 +02:00
Philipp Oeser
af7378bf2a Fix T81013: Weight Paint Overlay XRay fails with clipping
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
2020-09-22 10:22:49 +02:00
Jeroen Bakker
abc90d6b03 Fix T80931: Proporional Editing Cursor Draws Incorrect
The incorrect view was setup so it was drawn in pixel space. This patch
changes it to use UV space.
2020-09-21 11:39:32 +02:00
Jeroen Bakker
701c3e499f Cleanup: correct naming IMAGE_Z_DEPTH
IMAGE_DEPTH is used for bit depth.
2020-09-21 07:53:40 +02:00
Campbell Barton
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
Campbell Barton
a78130c610 Cleanup: spelling 2020-09-19 14:26:40 +10:00
Clément Foucault
6f3c279d9e EEVEE: Add support for GGX Multi-scatter
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
2020-09-19 00:09:51 +02:00
Pablo Dobarro
5502517c3c Unify all XYZ symmetry options using Mesh Symmetry
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
2020-09-18 19:58:58 +02:00
Pablo Dobarro
6c9ec1c893 Sculpt: Render Mask and Face Sets with modifiers active
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
2020-09-18 19:30:51 +02:00
Pablo Dobarro
ea6cd1c8f0 Overlay: Fade Inactive Geometry
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
2020-09-18 19:24:58 +02:00
Pablo Dobarro
5855f317a7 LookDev: Lock HDRI rotation to View
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
2020-09-18 19:15:15 +02:00
Antonio Vazquez
0335c1fd21 GPencil: Implement Holdout materials
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
2020-09-18 18:28:17 +02:00
Jeroen Bakker
0cac3c79cc Fix T80927: UV Edges Not Visible When Repeat Image Active
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.
2020-09-18 18:00:12 +02:00
Campbell Barton
70eb24a575 Cleanup: warning (missing-braces) 2020-09-17 11:59:51 +10:00
Clément Foucault
1fb7f36acb Fix T79315 Normals Overlays broken with hidden geometry
Was caused by non-initialized variables before a return inside
the vertex shader.
2020-09-16 20:17:03 +02:00
Ankit Meel
6759b8a224 Cleanup: silence [-Wmissing-braces] warning.
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
2020-09-16 23:22:55 +05:30
Clément Foucault
fa81e36f65 Fix T78653 Workbench: Broken Depth of Field in Viewport (Mac OSX)
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.
2020-09-16 15:17:58 +02:00
Jacques Lucke
27a5da4dc3 Cleanup: use uint8_t for various flags in curves
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
2020-09-16 12:23:23 +02:00
Jeroen Bakker
7cae58adf5 Fix T80800: Active UVMap Drawing
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.
2020-09-16 11:19:47 +02:00
Jeroen Bakker
cee6518b5e Fix T80825: UV Editor UV Grid
Regression introduced by D8234.
2020-09-16 10:35:18 +02:00
Clément Foucault
e4eb1a71ee Fix building with tests enabled 2020-09-16 02:02:57 +02:00
Clément Foucault
fafc1fbd7f Fix T80107 Selection: Regression in Box selection
The Draw State now needs to be in sync with what the selection
code set. We query the state just before locking it.
2020-09-16 01:40:45 +02:00
Clément Foucault
6624c4c225 Fix T75061 Grease Pencil: MacOS: broken Gradient and Texture
There is a driver bug that makes all the end of the structure unreadable.
Workaround this by just declaring a vec4 an unpacking manually.
2020-09-16 00:03:12 +02:00
Sriharsha Kotcharlakot
f137022f99 Liquid Simulation Display Options (GSoC 2020)
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
2020-09-15 23:13:01 +05:30
Jeroen Bakker
dedd9ce0aa Fix T80787: Fix White edges when rendering transparent smoke
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.
2020-09-15 15:43:19 +02:00
Campbell Barton
dd25d47e8a Cleanup: add missing headers to CMake, formatting 2020-09-15 22:53:44 +10:00
Jeroen Bakker
8f7ab26935 Revert "Image Editor: Make Rendering of Pure Emissive Colors Optional"
This reverts commit f492c8d488.
2020-09-15 14:33:22 +02:00
Jeroen Bakker
78ea6302f1 Fix T80746: Image blur in compositor creates halo from alpha
When applying alpha, an alpha of 0.0 was always ignored, creating the
Halo
2020-09-15 14:18:35 +02:00
Jeroen Bakker
f492c8d488 Image Editor: Make Rendering of Pure Emissive Colors Optional
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.
2020-09-15 12:33:49 +02:00
Jeroen Bakker
d8a7d9deeb Fix Unreported: Repeat Image Regression
Regression introduced by c6210f9bac. The vertex shader still used the
old value for the SIMA_DRAW_FLAG_DO_REPEAT.
2020-09-15 10:34:12 +02:00
Jeroen Bakker
7b690619dd CleanUp: Fixed incorrect parameters to GPU_depth_test 2020-09-15 10:15:54 +02:00
Clément Foucault
26a827f254 Workbench: Depth Of Field: Fix regression in look and avoid implicit cast
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
2020-09-14 23:16:03 +02:00