Functional Changes:
- Custom shapes using empties now supports line width.
- Line width is supported on MacOS.
- Fixed Stick bone drawing on MacOS.
Some shaders are duplicated and ported to the new
primitive expansion API.
The legacy code inside `overlay_armature.cc` have been
guarded behind `NO_LEGACY_OVERLAY` which can
be enabled to make sure no legacy code is used unnoticed.
This allows for spotting more easily code that needs to be
ported. Moreover, it is easier to remove this legacy code
when the time comes.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/126474
Add back clipping using the same GL clip planes as before.
The difference is that the clip planes are now stored in the
`GlobalsUboStorage` instead of relying on another separate
UBO.
One annoyance of the current design is that the `overlay::Instance`
has to be created with the clipping state. This could be fixed later
by making the shader module a pointer instead of a reference.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/127018
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
object during evaluation (with the object info node), the final edit
mesh pointer will not be "wrong", allowing us to skip index-mapped
GPU data extraction.
Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.
One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.
Pull Request: https://projects.blender.org/blender/blender/pulls/120276
The selection engine renders `uint` texture where each element of the
geometry is represented as an index.
When the geometry have modifiers, the original index was used for the
texture.
However this is not necessary for the select engine to work. The real
mesh indexes can be used in the texture and, only at the end, the
original index can be retrieved on the CPU itself.
Advantages of this approach:
- Optimizes the code to generate selection buffers.
- Makes the select id texture more informative as it identifies the
real elements instead of the original ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/119977
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
Now that the select engine data uses non-trivial objects in its global
data, storing it at the global scope causes trouble due to arbitrary
construction and destruction order. Instead use the construct on first use
idiom to make the order clear. Though this struct probably shouldn't be
static at all, it does simplify memory management as well, it's nice to
remove the need to manually clear the arrays.
Pull Request: https://projects.blender.org/blender/blender/pulls/117147
Overall the transition to C++ in the draw module is awkwardly half
complete, but moving more code to a C++ namespace makes cleaning up
this code in other ways much easier, and the next C++ cleanup steps
are clear anyway.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.
DEBUG was a Blender specific define, that has now been removed.
_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/115774
Prefer the name 'hit_result' since 'result' was sometimes used for
a vector of GPUSelectResult and is often used a functions return value.
Use hit_results for the span/vector and hit_result for a single hit.
Also assign struct members for new GPUSelectResult as it reads better
and avoids depending on struct order.
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.
Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it
Pull Request: https://projects.blender.org/blender/blender/pulls/113957
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
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
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.
Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.
As leading C-comments are now stripped,
added binary size of comments is no longer a concern.
Ref !111247
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
Replace `typedef struct X {} X;` with `struct X {};`
In some cases the first and last name didn't match although this
is rarely useful, even a typo in some cases, e.g. TrachPathPoint.