`DRW_gpencil_engine_needed` only checks whether grease pencil is
excluded in the viewport or whether there's grease pencil ID exists,
this can not handle cases where grease pencil strokes are generated from
other types of object in geometry nodes. Now this function is split into
two `gpencil_engine_needed_viewport` and
`gpencil_excluded` calls to provide more granulated logic for
places that need them.
Pull Request: https://projects.blender.org/blender/blender/pulls/138386
This was caused by the material indices not referring to an existing
material slot. Clamping the value to the maximum material index for
the given object fixes the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/138544
This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias
for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled.
Description copied from the patch:
```
/**
* blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API
* of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers
* like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one
* still has to use std::mutex for that case.
*
* The mutex provided by TBB has these properties:
* - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to
* lock the mutex at the same time.
* - In the contended case, it spins a couple of times but then blocks to avoid draining system
* resources by spinning for a long time.
* - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes
* it more feasible to have many smaller mutexes which can improve scalability of algorithms
* compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender.
* - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the
* mutex when there are always more than one threads that try to lock it. In the majority of
* cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not
* guaranteed to be fair either.
*/
```
The performance benchmark suggests that the impact is negilible in almost
all cases. The only benchmarks that show interesting behavior are the once
testing foreach zones in Geometry Nodes. These tests are explicitly testing
overhead, which I still have to reduce over time. So it's not unexpected that
changing the mutex has an impact there. What's interesting is that on macos the
performance improves a lot while on linux it gets worse. Since that overhead
should eventually be removed almost entirely, I don't really consider that
blocking.
Links:
* Documentation of different mutex flavors in TBB:
https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html
* Older implementation of a similar mutex by me:
https://archive.blender.org/developer/differential/0016/0016711/index.html
* Interesting read regarding how a mutex can be this small:
https://webkit.org/blog/6161/locking-in-webkit/
Pull Request: https://projects.blender.org/blender/blender/pulls/138370
In the `grease_pencil_wire_batch_ensure` when computing the indices,
the function was using `points_by_curve` instead of
`evaluated_points_by_curve`.
Now the correct indices are used.
Pull Request: https://projects.blender.org/blender/blender/pulls/138489
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
These are not the same. Debug Scope are for scoped
capture. These should be static to avoid flooding
debug tools with scopes. Since this code is
unlikely to be debugged, it is better to use
debug groups.
This removes the minimum thickness clamping in the shader.
The reason why this was clamped in the first place was to reduce
aliasing artifacts. With the new super sampling method for
rendering, this should no longer be an issue.
Note: This can break visual compatibility, but the previous radii
were arguably "wrong". This essentially fixes this and renders
the strokes with the actual radii from the attribute.
Previous files that might have relied on the clamping will have
to be updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/138119
This implement the design detailed in #135935.
A new per object property called `Shadow Terminator Normal Offset` is
introduced to shift the shadowed position along the shading normal.
The amount of shift is defined in object space on the object datablock.
This amount is modulated by the facing ratio to the light. Faces
already facing the light will get no offset. This avoids most light
leaking artifacts.
In case of multiple shading normal, the normal used for the shift
is arbitrary. Note that this is the same behavior for other biases.
The magnitude of the bias is controlled by `Shadow Terminator Normal Offset`.
The amount of faces affected by the bias is controlled using
`Shadow Terminator Geometry Offset` just like cycles.
Tweaking the `Shadow Terminator Geometry Offset` allows to avoid too much
shadow distortion on surfaces with bump mapping.
Cycles properties are copied from the Cycles object datablock to the
blender datablock. This break the python API for Cycles.
The defaults are set to no bias because:
- There is no good default. The best value depends on the geometry.
- The best value might depend on real-time displacement.
- Any bias will introduce light leaking on surfaces that do not need it.
- There is an additional cost of enabling it, which is proportional
to the amount of pixels on screen using it.
Pull Request: https://projects.blender.org/blender/blender/pulls/136935
This was caused by missing depth of objects.
The old implementation was relying on the external engine
to provide the correct depth of the objects.
This patch does exactly this.
The downside is that, if overlays are present, the prepass
will be also drawn by the overlay engine.
Pull Request: https://projects.blender.org/blender/blender/pulls/138004
Switching to lattice edit mode when it has an armature modifier can
crash if the armature modifier's `show_in_editmode` is turned on. Now
prevent null `editlatt` access.
Pull Request: https://projects.blender.org/blender/blender/pulls/137701
When performing an undo in Sculpt Mode with Dyntopo enabled, it is
possible that the active color attribute exists in the original mesh but
not on the BMesh used by Dyntopo. When attempting to extract this color
data, this can then lead to a crash.
To prevent this, use the BMesh as the source of truth for existence of
generic attributes when mode inside Sculpt Mode when Dyntopo is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/137828
It's safer to pass a type so that it can be checked if delete should be
used instead. Also changes a few void pointer casts to const_cast so that
if the data becomes typed it's an error.
Pull Request: https://projects.blender.org/blender/blender/pulls/137404
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.
This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137629
Tests were calling the submission mutex without
init. Adding functions to expose only setting
up the submission mutex instead of the full
DRW context (which is uneeded here).
This makes no sense to have in the draw namespace.
Also take the opportunity for making the coordinates
a float2 and rename them to something more descriptive.
This unify the C++ and GLSL codebase style.
The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.
Note that this is going to break pretty much all PRs
in flight that targets shader code.
Rel #137261
Pull Request: https://projects.blender.org/blender/blender/pulls/137369
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).
So I think it is safe to do and improves convergence of codestyles.
Pull Request: https://projects.blender.org/blender/blender/pulls/137352
- Make the module global and allow usage from anywhere.
- Remove the matrix API for thread safety reason
- Add lifetime management
- Make display linked to the overlays for easy toggling
## Notes
- Lifetime is in redraw. If there is 4 viewport redrawing, the lifetime decrement by 4 for each window redraw. This allows one viewport to be producer and another one being the consumer.
- Display happens at the start of overlays. Any added visuals inside of the overlays drawing functions will be displayed the next redraw.
- Redraw is not given to happen. It is only given if there is some scene / render update which tags the viewport to redraw.
- Persistent lines are not reset on file load.
Rel #137006
Pull Request: https://projects.blender.org/blender/blender/pulls/137106
Allow detecting passes that can be skipped without side-effects and
don't submit them.
Eases debugging and profiling, and may provide a performance
improvement.
Pull Request: https://projects.blender.org/blender/blender/pulls/135875
Caused by 9b70851d91.
That commit inadvertently switched the order of these definitions. Because the
vertex buffers created by GPU subdivision still have a different format than regular
mesh drawing (the position buffer also includes vertex normals), the order of these
VBOs in the batch matters, since "lnor" attribute can override another.
Pull Request: https://projects.blender.org/blender/blender/pulls/137000
**Problem**
When using Texture Paint mode, the Image Editor will show a UV Wireframe
to display the active object's UVs. In every other mode, this wireframe
is absent. This is currently a big problem for Sculpt Mode since the
Experimental Texture Paint system is a part of that mode, meaning that
the user can't see their UVs while they paint in Sculpt Mode. This is
also troublesome for users that would like to quickly view an object's
UVs without using Texture Paint Mode.
**Solution**
Since it's useful to be able to view an object's UVs at all times, the
Image Editor should display UV Wireframes in all Object Modes regardless
of the Image Editor's mode. This is the best solution since it means
that future Blender features, that would benefit from having a preview
of an object's UV Wireframes, will automatically have that option since
UV Wireframes are supported in all modes. Also, if a user doesn't want
to see UV Wireframes for any reason, it can be disabled with an Overlay
option.
Additionally, when multiple objects are selected, each object should
have its UV Wireframe drawn in the Image Editor. The selected objects
that aren't active should have less opaque wireframes to indicate which
wireframe belongs to the active object. This is the best approach for
having multiple objects selected since it allows the user to quickly
view the UV layout for all selected objects to troubleshoot UV problems,
like texture mapping. This is especially helpful when using a material
for multiple different objects.
An alternative solution would be to only show the UV Wireframe for the
active object, but this would be undesirable because it would make
troubleshooting UV positions tedious when working with multiple objects
since the user would need to select objects individually.
Co-authored-by: T0MIS0N <50230774+T0MIS0N@users.noreply.github.com>
Co-authored-by: Sean Kim <SeanCTKim@protonmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/135102
Add a "dumb vector" storage option for custom normals, with the
"custom_normal" attribute. Adjust the mesh normals caching to
provide this attribute if it's available, and add a geometry node to
store custom normals.
## Free Normals
They're called "free" in the sense that they're just direction vectors
in the object's local space, rather than the existing "smooth corner
fan space" storage. They're also "free" in that they make further
normals calculation very inexpensive, since we just use the custom
normals instead. That's a big improvement from the existing custom
normals storage, which usually significantly decreases
viewport performance. For example, in a simple test file just storing
the vertex normals on a UV sphere, using free normals gives 25 times
better playback performance and 10% lower memory usage.
Free normals are adjusted when applying a transformation to the entire
mesh or when realizing instances, but in general they're not updated for
vertex deformations.
## Set Mesh Normal Node
The new geometry node allows storing free custom normals as well as
the existing corner fan space normals. When free normals are chosen,
free normals can be stored on vertices, faces, or face corners. Using
the face corner domain is necessary to bake existing mixed sharp and
smooth edges into the custom normal vectors.
The node also has a mode for storing edge and mesh sharpness, meant
as a "soft" replacement to the "Set Shade Smooth" node that's a bit
more convenient.
## Normal Input Node
The normal node outputs free custom normals mixed to whatever domain is
requested. A "true normal" output that ignores custom normals and
sharpness is added as well.
Across Blender, custom normals are generally accessed via face and
vertex normals, when "true normals" are not requested explicitly.
In many cases that means they are mixed from the face corner domain.
## Future Work
1. There are many places where propagation of free normals could be
improved. They should probably be normalized after mixing, and it
may be useful to not just use 0 vectors for new elements. To keep
the scope of this change smaller, that sort of thing generally isn't
handled here. Searching `CD_NORMAL` gives a hint of where better
propagation could be useful.
2. Free normals are displayed properly in edit mode, but the existing
custom normal editing operators don't work with free normals yet.
This will hopefully be fairly straightforward since custom normals
are usually converted to `float3` for editing anyway. Edit mode
changes aren't included here because they're unnecessary for the
procedural custom normals use cases.
3. Most importers can probably switch to using free normals instead,
or at least provide an option for it. That will give a significant
import performance improvement, and an improvement of Blender's
FPS for imported scenes too.
Pull Request: https://projects.blender.org/blender/blender/pulls/132583
This was caused by the manager being in sync phase only
between `begin_sync` an `end_sync`. The drawcalls sync
inside `begin_sync` like the lookdev sphere were given
bogus handles.
This also remove some uneeded functions wrappers.
This happened because the viewport was drawn after
the UV editor when some update occur (e.g. canceling an
operator). The requested UV edit batch would require only
one specific UV channel. The viewport, in need of a different
UV channel, requested a VBO rebuild (freing the old UV VBO)
but did not correctly clear the UV batches that were referencing
the said VBO. This lead to use after free which would sometime
works because the same memory would be reused for a random new
batch.
Pull Request: https://projects.blender.org/blender/blender/pulls/136780