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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/intern/draw_cache_impl_particles.c
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl_particles.c')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_particles.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c
index 3c586e6daec..0a9984762b0 100644
--- a/source/blender/draw/intern/draw_cache_impl_particles.c
+++ b/source/blender/draw/intern/draw_cache_impl_particles.c
@@ -1339,9 +1339,9 @@ static void particle_batch_cache_ensure_pos(Object *object,
if (format.attr_len == 0) {
/* initialize vertex format */
- pos_id = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- rot_id = GPU_vertformat_attr_add(&format, "rot", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- val_id = GPU_vertformat_attr_add(&format, "val", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ pos_id = GPU_vertformat_attr_add(&format, "part_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ val_id = GPU_vertformat_attr_add(&format, "part_val", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ rot_id = GPU_vertformat_attr_add(&format, "part_rot", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
point_cache->pos = GPU_vertbuf_create_with_format(&format);