Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-04-27Draw Manager: basic text overlay supportCampbell Barton
2017-04-26Pass graph to depth functionsCampbell Barton
2017-04-26Draw Manager: use engine drawing for depth drawingCampbell Barton
2017-04-26Pass depsgraph via Context to selection codeDalai Felinto
2017-04-25Draw Manager: support for selection using enginesCampbell Barton
Needed to remove old draw code entirely. Object mode selection support, pose and armature still need to be added. Enabled when 'use_modern_viewport' is set.
2017-04-12Draw Engine: remove hard coded limit on array sizesCampbell Barton
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits. Actual memory saving isn't so important, it just means we don't need to manually bump these based on changes to engines.
2017-04-03Object Engine: Fix multi user lamp data display bug.Clément Foucault
Objects that were using the same lamp data were having the same display matrices. This is fixed by allowing engine to store a memory block inside the object itself.
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
2017-03-09Draw Manager: structural changeClément Foucault
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others. Also separated draw_mode_pass.c into the mode engines.
2017-02-22Clay Engine: Started Armature drawingClément Foucault
This should give the overall direction to whom wants to finish it. - Renamed EDIT mode engine to EDIT_MESH mode engine - Introduce EDIT_ARMATURE mode engine - Started to port legacy drawarmature.c to draw_armature.c
2017-02-19Clay Engine: Use G.debug_value to test cache performanceClément Foucault
Use debug 666 for cache without instance buffer caching. Use debug 667 for cache with instance buffer caching.
2017-02-17Follow up on mode engine code separationDalai Felinto
The settings initialization belong within the engines
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)