Commit Graph

1894 Commits

Author SHA1 Message Date
Clément Foucault
a1689fb091 Eevee: Fix wrong SSR reprojection when switching orthographic view
We just reset the temporal sampling and avoid using the previous frame
for SSR at all.
2018-07-20 22:43:30 +02:00
Clément Foucault
3005c2e2be Eevee: LightProbes: Fix RNA defaults and remove unused data_draw_size 2018-07-20 22:22:30 +02:00
Clément Foucault
a185bf3b85 Workbench: Add backface culling support 2018-07-20 12:41:54 +02:00
Clément Foucault
61c00802d0 Basic Draw Engine: Cleanup unused code.
This engine is only used for selection and draw depth so no need for
anything else.

Also add backface culling support to selection.
2018-07-20 12:41:54 +02:00
Bastien Montagne
2de283615f Make draw_armature() abort in case pose is not up-to-date.
Previously it was calling `BKE_pose_rebuild()`, such thing shall never
be called from drawing code! Hopefully this now works as expected and
that horrible hack is not needed anymore.
2018-07-20 10:22:06 +02:00
Bastien Montagne
c205de0203 Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.

This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).

We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
2018-07-20 10:22:06 +02:00
Clément Foucault
5037dd8abd GPU: Add GC to FBOs and UBOs and centralize all GCs
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.

You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
2018-07-19 16:13:15 +02:00
Campbell Barton
9df1e54079 Cleanup: style 2018-07-19 16:06:37 +10:00
Brecht Van Lommel
057b4a6acf Fix/workaround T56019: memory leak with preview renders.
I would not expect the order of registration to matter, and ideally we want
to order the engines in the UI menu differently, but this helps for now.
2018-07-18 18:46:40 +02:00
Brecht Van Lommel
9d514a4e6f Cleanup: remove debug comment. 2018-07-18 18:11:59 +02:00
Clément Foucault
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
Clément Foucault
247ad2034d GWN: Port to GPU module: Move files to GPU
This does not include all the struct and type renaming. Only files were
renamed.

gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-18 00:17:57 +02:00
Brecht Van Lommel
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
Brecht Van Lommel
7b3a18f0aa Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
2018-07-17 14:59:07 +02:00
Clément Foucault
7dcc7bd5ee Object Mode: Add back object bound display 2018-07-17 11:36:21 +02:00
Clément Foucault
d5f048f883 Eevee: Add debug visual for Cascaded Shadow Maps 2018-07-16 20:08:09 +02:00
Clément Foucault
db374d6658 DRWDebug: Add new debug functions for spheres and matrices. 2018-07-16 20:08:09 +02:00
Clément Foucault
1f69ffd35b Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
2018-07-16 20:08:09 +02:00
Clément Foucault
44a9c39229 Workbench: Fix use of uninitialized memory. 2018-07-16 20:08:09 +02:00
Clément Foucault
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
Campbell Barton
57ab7daa2a GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
2018-07-15 15:34:13 +02:00
Campbell Barton
b457cae397 Cleanup: use variable names based on term gizmo 2018-07-15 14:35:33 +02:00
Campbell Barton
09431033e9 Cleanup: split GPU_batch
Split out presets and utilities for creating batches.
These functions are quite specialized and not related to typical usage.
2018-07-15 10:51:49 +02:00
Campbell Barton
5ebebcfbff WM: rename manipulator to gizmo internally 2018-07-14 23:49:00 +02:00
Campbell Barton
e387a4e768 Cleanup: style, duplicate header 2018-07-12 11:16:22 +02:00
Campbell Barton
4e9d039ef7 3D View: option not to draw center dots
While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
2018-07-11 18:55:54 +02:00
Clément Foucault
5db8f6d189 Edit Mesh: Fix missing loose edges if vertex is at local origin 2018-07-11 18:20:25 +02:00
Clément Foucault
ad03a06d3c Eevee: LightCache: Fix autobake starting when it should not 2018-07-11 16:54:20 +02:00
Campbell Barton
1d83fe82bc Cleanup: simplify RNA names 2018-07-11 13:02:22 +02:00
Campbell Barton
ff39cbdc86 3D View: any view axis also showing grid
Setting accidentally impacted in ortho view.
2018-07-11 11:59:11 +02:00
Campbell Barton
ccc9f476ca Fix empty-images not using selection color 2018-07-11 11:02:03 +02:00
Campbell Barton
c17611af95 Manipulator: changes for overlay options
There are now 3 categories in the overlay popover:

- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)

The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.

Part of design: T55863
2018-07-11 10:49:18 +02:00
Campbell Barton
8a3366a494 3D View: option to hide object overlays
This hides extra wires and details you may want to disable,
name may be changed.
2018-07-10 18:31:52 +02:00
Clément Foucault
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
Clément Foucault
97f90d48a0 Object Mode: Change Lightprobe display. 2018-07-10 15:31:34 +02:00
Clément Foucault
c90a0d5dda DRW: Add new features from lightcache branch
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
  when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
  pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
  with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
  demand).
- Add union to access DRWMatrixState members more easily.
2018-07-10 15:31:34 +02:00
Clément Foucault
873d7f7e14 DrawData: Change drawdata to a generic struct shared accross ID types
This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
2018-07-10 15:31:34 +02:00
Campbell Barton
b23404d701 3D View: overlay option to show bones
Allows drawing motion paths without the bones.
2018-07-10 14:10:12 +02:00
Sergey Sharybin
04570e9120 Fix T55484: Border zoom fails in Edit-Mode 2018-07-10 10:29:24 +02:00
Campbell Barton
9536f920e3 Cleanup: style 2018-07-10 09:29:30 +02:00
Campbell Barton
907dd3d34a Fix crash in lamp preview render
Missing NULL check in object type filtering.
2018-07-08 21:15:39 +02:00
Campbell Barton
73d2d75eed Cleanup: rename 'ct' to 'len' for editors 2018-07-08 13:19:10 +02:00
Campbell Barton
804205babe Cleanup: rename 'ct' to 'len' for gawain 2018-07-08 13:05:41 +02:00
Campbell Barton
392ed710d6 Cleanup: rename 'ct' to 'len' for size vars 2018-07-08 12:50:00 +02:00
Campbell Barton
9d43ed521c Cleanup: abbreviate unsigned types (draw manager) 2018-07-08 12:49:03 +02:00
Brecht Van Lommel
a6340a5068 Viewport: in Lookdev shading, disable scene lights and world by default.
Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.

Previously it would use the scene world without lights by default, which
in some files is just black.
2018-07-06 20:22:03 +02:00
Brecht Van Lommel
74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00
Campbell Barton
a48b52d546 3D View: support object type visibility/selection
Trying to have a single option for this is too likely to be
insufficient in some cases.

Instead, support object type visibility & selectability per view-port.
2018-07-06 17:53:40 +02:00
Joshua Leung
49af17beb8 Fix T55796: Motion Paths are not being drawn as overlay
Remove depth testing flags from motion path pass drawing,
so that they always appear to draw in "x-ray" style on top
of everything, making it easier for animators to see what
they're doing.
2018-07-07 02:53:34 +12:00
Campbell Barton
08ae597d63 Cleanup: flag checks 2018-07-05 22:56:18 +02:00