Commit Graph

3367 Commits

Author SHA1 Message Date
Brecht Van Lommel
095df1ac21 Python API: allow external render engines to use Eevee for LookDev shading
This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.

Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.

Also adds descriptions for some RenderEngine settings.
2019-06-06 15:07:09 +02:00
Campbell Barton
5db4608f70 Cleanup: extra-semi-stmt warning 2019-06-06 10:16:18 +10:00
Clément Foucault
8fa65ed31b Fix T65118 Eevee: NaN when using bent normals 2019-06-05 21:33:08 +02:00
mano-wii
ce66b22c42 Fix crash when editing shaders on Intel HD 4000.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.

Reviewers: fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5019
2019-06-05 13:50:58 -03:00
Jeroen Bakker
eeda9369b6 TexturePaint: Missing Texture Depth Test
Depth testing was off as it used the precomputed ModelView matrix. As
draw engines currently use a different approach the depth was sometimes
a bit off making the color disappear.

This change will use a different vertex shader that will write the
correct depth. I expected the same change to be needed in the bone
selection overlay but was not able to reproduce it.

Reviewed By: fclem

Maniphest Tasks: T64615

Differential Revision: https://developer.blender.org/D5006
2019-06-05 14:29:27 +02:00
Jeroen Bakker
957c8f1305 Workbench: World Space Cavity
When using the world space cavity shader together with viewport or image
rendering only a single pattern was used. This was that the iteration of
the cavity shader was updated when the cache is initialized.

Now the cavity iteration is updated together when the TAA samples are
updated.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5021
2019-06-05 14:24:58 +02:00
Clément Foucault
6d143f3775 Fix T65389 Edit Mesh: Face dots are not shown in Xray mode 2019-06-05 14:21:26 +02:00
Clément Foucault
98cea7edce Fix T65298 Eevee: Principled BSDF doesn't use specular with metals
This does add some more register pressure as it passes a new vec3 down
the shading function. But for now we care more about accuracy than
efficiency.
2019-06-05 12:20:49 +02:00
Clément Foucault
4ddc840314 Fix T65378 Eevee: Glitches in ESM shadowmapping
This happen to be a NaN caused by an infinite sum in the shadow
copy shader.
2019-06-04 18:42:50 +02:00
Clément Foucault
942a748d5d Eevee: Merge shadow map processing into one drawcall per light
This removes a lot of framebuffer configuration and binding.
2019-06-04 18:42:50 +02:00
Jeroen Bakker
5361fc2c33 GPU: High Definition Color Buffer
For offscreen rendering a high definition color buffer is needed.
Without it there are banding issues when doing multi-sampling viewport
rendering.

Reviewed By: fclem

Maniphest Tasks: T65287

Differential Revision: https://developer.blender.org/D5009
2019-06-04 15:15:59 +02:00
Campbell Barton
ea3a652fbf Cleanup: style, use braces for draw (fxaa_lib) 2019-06-04 11:14:37 +10:00
Campbell Barton
95f5272bda Cleanup: style, use braces in draw 2019-06-04 00:14:05 +10:00
Campbell Barton
d5f6e573ed Cleanup: use const arguments 2019-06-03 23:58:10 +10:00
Tomoaki Kawada
62fe7e9a9d GPU: support default framebuffer with ID not equal to 0 2019-06-02 12:50:50 +02:00
Brecht Van Lommel
e7e52f7cff Fix T65185: Cycles viewport render no refreshing overlays properly
Don't rely on detecting view matrix changes to refresh depth buffer, instead
detect redraw tags coming from progressive render samples.
2019-06-02 12:47:52 +02:00
Dalai Felinto
d5b813301a Fix T65330: Blender crash when double click on face
The fix itself is by Germano Cavalcante (mano-wii).

But since I was investigating this with him, I'm including here an
assert in EDBM_select_id_bm_elem_get to help catching this sooner
in the future
2019-05-31 18:41:18 -03:00
Brecht Van Lommel
f87bba0368 Fix T62282: multires sculpting does not update smooth normals
It may be good to move the normals update out of the drawing code. But it was
already there for the non-multires sculpt cases, and does not have an obvious
place since we bypass the depsgraph and want to avoid the cost of updating the
normals multiple times when multiple events are handled before a redraw.
2019-05-31 17:17:03 +02:00
Brecht Van Lommel
151f69a5c2 Fix various missing updates in sculpt mode, when changing modifiers and dyntopo
This restores the code that updates the sculpt session and PBVH from dependency
graph evaluation.
2019-05-31 17:17:03 +02:00
Brecht Van Lommel
692891f69e Fix sculpt mode drawing with modifiers still being wrong in some cases
Centralize logic for when to use the PBVH for drawing, fix missing tests in
mask drawing, fix missing tests for multiple windows, only do more expensive
update for all viewports at end of the stroke.
2019-05-31 17:17:03 +02:00
Antonio Vazquez
4620bd4f79 GPencil: Cleanup some comments 2019-05-31 16:55:06 +02:00
Jeroen Bakker
23064248d7 DrawManager: Color Management
The draw manager used to determine if the view transform should be
applied by checking if the scene was not rendered to an offscreen image.

As the sequencer and texture painting needs to render to an offscreen
image with the view transform applied we need to separate the
`do_color_management` from the `is_image_render`.

Reviewed By: fclem

Maniphest Tasks: T64849

Differential Revision: https://developer.blender.org/D4909
2019-05-31 12:44:18 +02:00
Jeroen Bakker
d0fb602e2c DrawManager: Sculpt Mesh Drawing
More accurate determination when to draw the PBVH and when to draw the
regular mesh. PBVH drawing is done for Multires, Dyntopo and normal
sculpting with no active modifiers.

Maniphest Tasks: T62070

Differential Revision: https://developer.blender.org/D4731
2019-05-31 12:39:21 +02:00
Jeroen Bakker
aa55581776 EEVEE: Baking + Volumetrics
Missing init cache call to volumetrics during light baking

Reviewed By: fclem

Maniphest Tasks: T65206

Differential Revision: https://developer.blender.org/D4984
2019-05-31 12:12:09 +02:00
Campbell Barton
41dce8af6a Cleanup: clang-format 2019-05-31 15:44:47 +10:00
Clément Foucault
fc336f973d Fix T65319 Crash when selecting vertices in edit mode 2019-05-31 00:28:03 +02:00
Clément Foucault
846056de6b Fix T64510 Armature: Empty Not Visible as Bone custom shape 2019-05-30 19:34:54 +02:00
Clément Foucault
493eaaf213 DRW: Fix crash when object has no bounding box 2019-05-30 19:33:48 +02:00
Clément Foucault
8f4b7083d3 Fix T65049 Crash cause by NULL geom pointer 2019-05-30 18:28:05 +02:00
Clément Foucault
7cdd5ed7bd DRW: Add unit_state to avoid lots of DRWCallState duplication
A lot of drawcalls don't use the object's properties and don't
need a dedicated DRWCallState. We allocate a unique one at
the begining and use it for all calls that uses the default
unit matrix.
2019-05-30 13:43:34 +02:00
Clément Foucault
9f2e154e02 Eevee: Fix crash caused by visibility calculation 2019-05-30 13:43:34 +02:00
Clément Foucault
596492e639 DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.

Now everything is culled based on the given object pointer.

If the object pointer is NULL there is no culling performed.
2019-05-30 13:43:33 +02:00
Clément Foucault
32a2bfddcb GPencil: Remove uneeded storage->unit_matrix
When passing NULL to DRW_shgroup_call(), ModelMatrix is assumed
to be unitmat.
2019-05-30 13:42:21 +02:00
Clément Foucault
092962cf72 GPU: Enforce Uniform buffer alignment to 16bytes
This seems to be a requirement and remove some errors in
renderdoc.
2019-05-30 13:42:21 +02:00
Clément Foucault
77f5210f22 GPU: Remove GPU_INDEX_U8
This type of indices is not natively supported on modern GPU and
gives warning on some implementation. The memory savings it
provides is also quite minimal and unlikely to be visible on
nowadays hardware.

This remove some uneeded struct members and makes primitive
restart always enabled by default. This can be broken by addons
if they are not careful enough but many other states have this
problem.

Also leverage GL_PRIMITIVE_RESTART_FIXED_INDEX if
ARB_ES3_compatibility is supported. This removes all API calls
to change restart index depending on indices length.
2019-05-30 13:42:21 +02:00
Antonioya
2991713722 GPencil: Add missing blend factor to Regular blend 2019-05-30 13:23:26 +02:00
Antonioya
0f8746e724 GPencil: Rename Blend mode "Normal" to "Regular"
The UI used "Regular" already, but internally the code didn't.
2019-05-30 13:23:26 +02:00
Antonioya
1cb74768c1 GPencil: Remove wrong premult in Blend shader
The process was doing two times the same and the alpha was totally wrong.

Related to T65279
2019-05-30 13:23:26 +02:00
Campbell Barton
9c00429ee7 Cleanup: use const argument, r_ prefix return arg 2019-05-30 20:37:16 +10:00
Campbell Barton
671827549a 3D View: Support light probe data clipping 2019-05-30 20:02:05 +10:00
Antonioya
fee600f479 GPencil: Cleanup - Remove storage Grid matrix and replace with local variable
Now the matrix is copied when creating shading group and don't need to be saved in storage.
2019-05-29 20:17:46 +02:00
Antonioya
a8a95806b3 Cleanup: Remove duplicated comment from previous commit 2019-05-29 20:03:40 +02:00
Antonioya
6ef39cbdf0 GPencil: Rename viewmatrix field to parent_obmat
The name of the field was not clear about the use.
2019-05-29 19:59:54 +02:00
Antonioya
7fae3e375a GPencil: Cleanup code to avoid double matrix copy
Thanks @fclem for catching the problem.
2019-05-29 19:52:00 +02:00
Jeroen Bakker
2069b3b888 DrawManager: Cycles+GPencil
Fix for GPencil and Cycles Render draw type. GPencil objects were only
shown when overlays were turned on. The cause of this is an
optimization we did to not populate any draw engine when an
external renderer was used with overlays turned off.

This will check if there is any visible GPencil object in the scene. if
so it will still perform the loop.

`DEG_id_type_any_exists` can check if any object of a certain type_id is in the
result. This check is also being used to check if there are any
visible grease pencil objects as a precheck in `DRW_render_check_grease_pencil`.

Reviewed By: brecht, fclem, antoniov

Maniphest Tasks: T65191

Differential Revision: https://developer.blender.org/D4962
2019-05-29 14:48:59 +02:00
mano-wii
e087951702 Possible fix for T63685: macOS edit mode selection not working on second display
The idea is to force `glReadPixel` to run in the offscreen context.
And don't rely on any rendering context.
2019-05-29 00:28:13 -03:00
Clément Foucault
574e790340 Fix T64123 Eevee: Reflections Not Visible On Alpha Clip Materials 2019-05-28 20:33:19 +02:00
Clément Foucault
2783945b1b Eevee: Fix assert when displaying transparent film checker 2019-05-28 20:20:09 +02:00
Clément Foucault
40207d656b Eevee: Render alpha blended objects when rendering probes
This fix T64553 EEVEE: Emission material not lighting
other objects when blend mode set to alpha blend
2019-05-28 20:06:22 +02:00
Clément Foucault
c4e4b6872a DRW: Fix issue introduce in removal of DRW_STATE_POINT
Fix issue raised by mano-wii in rB97d22e12b521

Fix T65050 knife tool snapping indicator not visible
2019-05-28 17:19:42 +02:00