Commit Graph

3804 Commits

Author SHA1 Message Date
Casey Bianco-Davis
18b5f510d4 Fix #122536: GPv3: Render cyclic stroke with 2 point break next fills.
The issue was that parts of the code considered cyclic strokes with less than 3
points to also have a fill.

Pull Request: https://projects.blender.org/blender/blender/pulls/124266
2024-07-08 12:48:45 +02:00
Jacques Lucke
91db715a53 Fix: use MEM_delete instead of MEM_freeN for pointcloud batch cache 2024-07-04 18:48:10 +02:00
Bastien Montagne
6d68f82398 Merge branch 'blender-v4.2-release' 2024-07-02 16:52:15 +02:00
Clément Foucault
d8fef30b36 Fix: EEVEE: Broken object attributes on volume, pointcloud and curves
This was a simple oversight.

Also adding a version of `extract_object_attributes` for
single material object.

Fixes #123997
2024-07-02 16:41:12 +02:00
Hans Goudey
f187e84fe3 Cleanup: Sculpt: Remove unused variables from PBVH draw data 2024-06-28 09:18:59 -04:00
Christoph Lendenfeld
5427775fef Anim: Theme entry for time visualization
This patch adds two theme entries for data before/after the current frame.
Those entries control what color to use when displaying
reference data from a different point in time (motion path, onion skins).

They are under the `3D Viewport` section of the theme in the user preferences.

## User Facing Changes

### Grease Pencil

When `Custom Colors` is disabled it will now use the theme instead of the layer default color.
Currently this setting is enabled by default. Disable it to get Blender to use the theme.

### Motion Path
If Custom Color is disabled, read from the Theme.

### Annotations
If onion skin is enabled, and custom onion skin colors is disabled, read from the theme.

**Grease Pencil**
* previously the color used for onion skinning (without custom colors) was `U.gpencil_new_layer_col`. This is used in other places as well so it cannot be removed with this PR
* By default, custom colors are enabled with Grease Pencil objects. I specifically did **not** change that with this PR. I will instead let the GP module handle that on their terms.

This PR has been discussed in the Grease Pencil module meeting
https://devtalk.blender.org/t/2024-05-21-grease-pencil-module-meeting/34755#meeting-notes-2
and in the A&R module meeting
https://devtalk.blender.org/t/2024-05-24-animation-rigging-module-meeting/34813#patches-review-decision-time-4

Pull Request: https://projects.blender.org/blender/blender/pulls/120558
2024-06-28 14:59:41 +02:00
Hans Goudey
9584f8fb55 Cleanup: Sculpt: Fix misleading naming of grids index buffer functions 2024-06-27 11:28:50 -04:00
Hans Goudey
dc70f454b7 Cleanup: Sculpt: Extract vertex buffer filling into separate functions
This makes future diffs in this area smaller since filling each node's
data won't change, but the surrounding infrastructure is likely to.
2024-06-27 11:28:49 -04:00
Hans Goudey
1453136ad0 Cleanup: Sculpt: Simplify drawing visible face counting 2024-06-27 11:28:49 -04:00
Hans Goudey
643334b727 Sculpt: Resolve over-allocation of multires draw vertex buffers
The "verts per grid" calculation was wrong for the non-flat/indexed
vertex buffer layout used for smooth shading. For example, for a
multires subdivision level of 8, each PBVH node's vertex buffers
were 3 times larger than they needed to be.

Pull Request: https://projects.blender.org/blender/blender/pulls/123808
2024-06-27 14:58:58 +02:00
Hans Goudey
83a15be109 Sculpt: Improve multires drawing performance by simplifying logic
Combined with previous logic, this roughly doubles the performance of
sculpt-mode multires draw vertex buffer extraction in my simple test.
That measurement is for when we initially enter sculpt mode when the
VBO creation is single threaded. Otherwise in my testing the copying
was bound by memory bandwidth and the improvement was smaller.
2024-06-27 14:58:56 +02:00
Hans Goudey
7cf9854938 Sculpt: Avoid vertex buffer access overhead for multires drawing 2024-06-27 14:58:56 +02:00
Hans Goudey
b013eed967 Sculpt: Remove double function call indirection in multires drawing
The nested function pointers were very confusing and bad for performance.
2024-06-27 14:58:56 +02:00
Hans Goudey
5998bab73f Cleanup: Sculpt: Remove unused PBVH is_drawing variable
The value was set and transfered to `MeshBatchCache`but never
actually used. Even then, this is clearly not a good solution to the
problem the comments mentioned. If that happens if would be
better to solve it in a different way.
2024-06-25 21:51:20 -04:00
Jacques Lucke
ae4cee19ba Merge branch 'blender-v4.2-release' 2024-06-19 18:35:45 +02:00
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
Hans Goudey
79416a8b96 Refactor: GPU: Simplify access to vertex buffer data
Add a `.data<T>()` method that retrieves a mutable span. This is useful
more and more as we change to filling in vertex buffer data arrays
directly, and compared to raw pointers it's safer too because of asserts
in debug builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/123338
2024-06-18 21:10:45 +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
Clément Foucault
b5a9a67dcf 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
2024-06-17 19:08:37 +02:00
Jeroen Bakker
1363eb26ab Merge branch 'blender-v4.2-release' 2024-06-17 13:47:43 +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
654ead045b Merge branch 'blender-v4.2-release' 2024-06-13 10:29:03 -04:00
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
William Leeson
81d5af15a6 Fix: Crash and or assert in mesh index buffer creation
The mapping was read multiple times from the `map` structure in that time the `map` value could have changed (set to -1). To stop this, the mapping is read once and set to -1 earlier to reduce the possibility to other threads performing the operation and changing the mapping value.

Pull Request: https://projects.blender.org/blender/blender/pulls/123056
2024-06-11 16:13:27 +02:00
Lukas Tönne
e175259f44 Fix #73168: Stop particle draw code from crashing
Not a real fix, just preventing crashes due to broken particle data.
Particle draw code can get into an invalid state, which can crash
drawing code. This just prevents the crash.

Pull Request: https://projects.blender.org/blender/blender/pulls/123075
2024-06-11 15:39:52 +02:00
Jeroen Bakker
e48ba6c508 Merge branch 'blender-v4.2-release' 2024-06-11 14:12:02 +02:00
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
Hans Goudey
7e75ef20ca Fix #122770: Crash with "High Quality Normals" and loose edges/verts
Caused by a simple mistake in 84c4ddbbb9.
2024-06-10 22:31:48 -04:00
Harley Acheson
4f36fb1afe Merge branch 'blender-v4.2-release' 2024-06-10 14:39:36 -07:00
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
Hans Goudey
729bfe7800 Cleanup: Rename more paint variables
Avoid the one letter variable names and rename "tar" to "dst".
2024-06-10 09:04:35 -04:00
Jeroen Bakker
f13e51543c Cleanup: Fix spelling mistake
Attachement -> Attachment

Pull Request: https://projects.blender.org/blender/blender/pulls/122988
2024-06-10 09:57:15 +02:00
Hans Goudey
f371f46a50 Fix: Crash extracting vertex buffer for incomplete set of Mesh UV maps
The ranges in the vertex buffer were indexed incorrectly when
some of the UV maps weren't uploaded.
2024-06-09 11:22:09 -04:00
Hans Goudey
a6d00905f0 Cleanup: Sculpt: Simplify retrieval of multires draw buffers layout
Pull Request: https://projects.blender.org/blender/blender/pulls/122899
2024-06-07 21:35:21 +02:00
Hans Goudey
5013ab90f6 Cleanup: Sculpt: Rename PBVH draw multires variable
Everything here is drawn as triangles in the end, and currently we use
index buffers either way, so "needs_tri_index" isn't a meaningful name.
What this really controls is whether the layout is flattened to duplicate
each subdiv vertex 4 times, for drawing flat shading.
2024-06-07 21:35:19 +02:00
Hans Goudey
8df0690ab4 Sculpt: Optimize mesh wireframe index buffer creation
Retrieve the index buffer data as a span and set it directly rather than
using the API functions to add vertices which add overhead. Also pass
all the necessary data as arguments instead of retrieving them from
the "args" struct on every use.

In a test with a 16 million vertex grid, this reduces the runtime of
generating all the wireframe index buffers by about 25%, from 95 to 76 ms
for that step of the drawing process.
2024-06-07 21:35:19 +02:00
Hans Goudey
0d9d6fad41 Cleanup: Sculpt: Remove unnecessary draw debugging code 2024-06-07 21:35:19 +02:00
Hans Goudey
a9907c4ed9 Sculpt: Fix over-allocation of wireframe index buffers
The lines index buffers were twice as big as they needed to be.
The init function already multiplies by the number of indices in
the primitive type.
2024-06-07 21:35:19 +02:00
Hans Goudey
39894f4beb Sculpt: Avoid double map lookup creating draw batches 2024-06-07 21:35:19 +02:00
Hans Goudey
279fda3dcd Cleanup: Sculpt: Reorder function to avoid forward declaration 2024-06-07 21:35:19 +02:00
Hans Goudey
c18d209b85 Refactor: Sculpt: Move some drawing code out of classes
Most functions in `draw_pbvh.cc` are inside of the `PBVHBatch` or
`PBVHBatches` classes, besides the more recently added attribute
copying code. This means they have access to "all the information"
and it's hard to get a sense for the proper order of calculation and
what each function is responsible for. This commit is an attempt to
clarify things a bit by changing to regular static functions.
2024-06-07 21:35:19 +02:00
Hans Goudey
dc0fe8a26c Cleanup: Sculpt: Remove unnecessary variables from draw batches
lines_count was set but never used. tris_count was the same in one
case and just set to the same value as faces_count in another.
2024-06-07 21:35:19 +02:00
Hans Goudey
fd992c57bf Cleanup: Sculpt: Avoid unnecessary clearing of index buffers 2024-06-07 21:35:19 +02:00
Hans Goudey
8cac7bc6cc Cleanup: Sculpt: Use CCG grid index access utility in drawing code 2024-06-07 13:39:12 -04:00
Hans Goudey
9f4930509e Cleanup: Sculpt: Rename multires draw iteration variables
These "j" and "k" are actually X and Y, it's a bit easier to understand
what's going on if they're named that way.
2024-06-07 13:39:12 -04:00
Miguel Pozo
ca7f1785fc Merge branch 'blender-v4.2-release' 2024-06-07 16:25:37 +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
Campbell Barton
846f86d1ad Cleanup: spelling in comments 2024-06-06 11:35:00 +10:00
Hans Goudey
84c4ddbbb9 Cleanup: GPU: Use references for some vertex buffer functions
Pull Request: https://projects.blender.org/blender/blender/pulls/122784
2024-06-05 18:47:22 +02:00