Pass the mesh to the drawing functions so it doesn't have to be
retrieved from the PBVH. It's nice to rely less on the PBVH `me`
pointer, since it's a fairly ugly "back pointer" which isn't necessarily
good design.
This traces planar lightprobe captures just like
the screen-space tracing does.
This is implemented as a separate shader that
loads the ray before the screen trace and
check if it can be traced against any available
planar probe. If it does it marks the ray as
traced (negative pdf) so that the screen tracing
pass does not override the result or try to
trace it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113453
The selection engine has some complex tricks that improve performance.
These are:
- Only draws objects whose bounding box intersects the selection
threshold;
- If the viewport or objects are not "dirty", it does not clean the
texture IDs and only adds objects that have not yet been drawn;
- Only updates the depth buffer if a new object is drawn;
- Skip drawing if no object is found;
These tricks were initially implemented so that this engine could be
used for snapping.
But this initial idea has changed and now the engine is only used to
select Vertices, Edges or Faces.
Due to this limited use, these tricks bring no real benefit.
In fact, it's even worse with the Retopology Overlay, as it forces the
Depth buffer to be redrawn.
This commit removes these tricks and only keeps those that indicate
whether the drawing needs to be updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/113308
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.
No functional change expected here.
Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/113343
This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.

For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.

Related to #112966
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203
Instead of using a lambda with a FunctionRef argument, just write the
loops explicitly. This results in a bit more boilerplate code and a bit
more repetition, but the overall design and flow is much simpler. Based
on the results in f10965dcb8, it can improve performance too.
The assert was assuming that the attribute request is properly
initialized and that was not the case: the "special" data layers
like coordinates, normals, masks, and face sets did not initialize
domain in the attribute request.
The domain is now properly initialized. As well as there is an
assert added in other PBVH types for the face sets. It is possible
to add asserts in more places, but it is not directly related to
this CL.
Pull Request: https://projects.blender.org/blender/blender/pulls/113354
Two aspects to this change:
- Do not clear face sets when enabling dynamic topology
- Draw face sets in viewport when dynamic topology is enabled
Newly added faces in the dynamic topology will have face
sets properly assigned. It is only edge collapse which can
potentially lead to undesired results w.r.t face set boundaries.
That will be worked on further as follow up development.
Pull Request: https://projects.blender.org/blender/blender/pulls/113348
Previously the colors were just uploaded as white, the default value.
Even if they aren't interpolated properly, it is still helpful to see
the colors. At worst, the unaffected parts of the mesh will still look
right.
A previous commit made vertex colors interpolate properly, but
face corner colors will still reset to their default value.
As a reminder, only color and byte color attributes are currently
supported for the specialized PBVH drawing.
Pull Request: https://projects.blender.org/blender/blender/pulls/113333
This PR implements an initial drawing tool that can already be used for testing.
While this is not fully feature complete (compared to the current grease pencil draw tool) the following is already implemented:
* Pressure support for radius and opacity.
* Material color and vertex color support.
* New active smoothing algorithm based on curve fitting.
* Simplify algorithm as a post-process step.
Some deliberate limitations include:
* The drawing plane is always the front plane. Drawing on surfaces is also not supported.
*
The current approach has not been optimized for performance yet. The goal was to have a straightforward implementation
first and then focus on performance later.
There are numerous parameters in the code that are hard-coded for now. These should be exposed at some point, potentially as user settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/110093
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs.
The core of these optimizations lie in eliminating use of
atomic shadow atlas writes and instead utilise tile memory to
perform depth accumulation as a secondary pass once all
geometry updates for a given shadow view have been updated.
This also allows use of fast on-tile depth testing/sorting, reducing
overdraw and redundant fragment operations, while also allowing
for tile indirection calculations to be offloaded into the vertex
shader to increase fragment storage efficiency and throughput.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111283
Enable tests for EEVEE Next.
As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.
Notes:
- `get_gpu_device_type` always fails with error:
> GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
only make sense for Cycles, and many EEVEE Next features that are
not actually tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/112161
This patch implements the Keying Screen node for the Realtime
Compositor. Draw data was introduced to the Movie Clip ID to allow
caching of the keying screen.
Pull Request: https://projects.blender.org/blender/blender/pulls/113055
Caused by fb556c75df
The ideal would be to increase the version file, but this would make
the versioning code a bit messy, and it was a recent error
(it shouldn't affect many users).
Since garbage collection of texture pools happens every time
`drw_manager_init` is called, interleaved calls to different
`DRW_draw`/`DRW_render` functions can result in a constant cycle of
creating/releasing textures.
This PR changes texture pools to only release textures that have not
been used for N garbage collection cycles.
I chose 8 as default since I think is high enough to avoid the issue
while it's unlikely to cause any major spike in memory consumption.
Pull Request: https://projects.blender.org/blender/blender/pulls/113024
The case when there were no material indices, multiple materials, and
the mesh used hiding wasn't handled after 55970fa367.
This is a simple parallel loop adding up the non-hidden triangles.
Hair and Curves need to call `DRW_curves_update` before
`geometry_steps_fill`, otherwise the copied geometry is just
uninitialized data.
However, doing so triggers an assertion:
> DRW_render_instance_buffer_finish had not been called before drawing.
This PR ports the `DRW_hair/curves_pos_buffer_get` functions to the new
`draw::Manager` API, so it can be called at any arbitrary point.
It also changes `VelocityModule::geometry_map` to use `uint64` keys
instead of `ID` pointers, since the same particle system can be used on
different objects and have multiple geometries.
Notes:
* The new functions are only used for
`VelocityModule::step_object_sync` on image renders. Using them
elsewhere would require modifying the old draw manager to do the
init/update/free setup.
* Only the compute shader version has been ported.
Pull Request: https://projects.blender.org/blender/blender/pulls/112425
Rename the `bPoseChannel::flag` `PCHAN_HAS_TARGET` to `PCHAN_HAS_NO_TARGET`
as that is actually the meaning of the flag (in the majority of the code).
Since the flag was so confusingly named, there were some mixups in the
armature overlay drawing code as well, which have been fixed now too.
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.
Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:
* Workbench only renders the object using a unit matrix this is because
there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
cause is, but might be a missing feature check in the OpenGL backend.
Related to #112224
Pull Request: https://projects.blender.org/blender/blender/pulls/112572
A float array use different alignment and reservation rules on
GPU versus CPU. Before this change the _pad1 was aligned to 16 bytes as
it was defined as an array, but on CPU this alignment doesn't
happen.
This is fixed by using 3 floats in stead of a float array for padding.
Pull Request: https://projects.blender.org/blender/blender/pulls/112565
* Fix#112284 and other non-reported sculpt-related regressions in the
new Workbench.
* Cleanup ObjectState setup.
* Update `sculpt_batches_get` to support getting per material batches
while passing SculptBatchFeatures.
* Make material indices 0 based in Workbench.
Pull Request: https://projects.blender.org/blender/blender/pulls/112344