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2019-03-28DrawManager: Add Edge Detection To DisplayListsJeroen Bakker
Objects that internally uses DispList do not cast shadow in the workbench. Their outline is also not visible in object mode. The reason for this is that edge detection was not implemented for Display Lists. This patch will implement the edge detection. Reviewed By: fclem Maniphest Tasks: T62479 Differential Revision: https://developer.blender.org/D4605
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-19Cleanup: use enum for CTX_data_mode_enumCampbell Barton
Exposes errors in some cases when compared against incompatible values.
2019-03-06Fix stereoscopy convergence plane placementDalai Felinto
Note this was broken even in 2.7x. We had a different logic for the plane wire, as for the plane itself. And they were both wrong when changing the camera shift or the stereo pivot. Both of their logic is now unified and correct. Also I had to create a new gpu batch for the quad wires, since there is no state that allows me to filter out the geometry, and the square gpu batch is quite different than the quad one (2d x 3d and orientation).
2019-02-27Cleanup: rename lamp -> lightCampbell Barton
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-11Cleanup: comment indentation & spellingCampbell Barton
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-26Cleanup: blank lines over doxy headersCampbell Barton
2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-24Cleanup: add missing braces to draw managerCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-23DRW: only show hidden geometry when selection is usedCampbell Barton
Matches 2.7x behavior.
2019-01-11Mesh Batch Cache: Put context evaluation out of batch cacheClément Foucault
This is in order to be able to call DRW_mesh_batch_cache_create_requested outside of the draw manager
2019-01-04Cleanup: indentation (right shift)Campbell Barton
2018-12-30Cleanup: warnings (clang)Campbell Barton
2018-12-18DRW: Cleanup / Renaming of mesh batch cache functionsClément Foucault
THis is in order to avoid the jungle of names being different at each step of the API. Also removes some unused functions.
2018-12-18Mesh Batch Cache: Port vertex paint surface to batch requestClément Foucault
2018-12-18Mesh Batch Cache: Port weight paint surface to batch requestClément Foucault
2018-12-18Weight Paint Overlay: Refactor wire drawingClément Foucault
This reduce the number of batch/data needed. Stores a select/visiblee flag inside the vert/loop normals.
2018-12-17Mesh Batch Cache: Port Texture paint wires to new batch requestClément Foucault
2018-12-17Mesh Batch Cache: Optimization & Refactor shaded surface supportClément Foucault
This now only upload data per loops to the GPU, making use of index buffer to draw polygon. This make use of the vertex cache, speed up renders and saves a lot of vram. Update performance is also slightly faster and can even be improved further by updating only uvs or vcol independently. This commits breaks texture paint batches. It will be added back in another commit.
2018-12-14Curve Batch Cache: Add support for loose edges and curve/surf modifierClément Foucault
Fixes T58298 Nurbs circle and curve dont draw in objectmode Fixes T58107 Modified curves/surfaces/fonts do not show their eval mesh
2018-12-14DRW Batch Cache: Fix hack being a bit too much hackyClément Foucault
2018-12-14Curve Batch Cache: Add back support for shaded geometryClément Foucault
This changes a bit the batches data structure. Instead of using one vbo per material we use one for all material and use index buffers for selecting the correct triangles. This is less optimized than before but has potential to become more optimized by merging the wireframe data vbo into the shading one. Also the index buffers are not strictly necessary and could be just ranges inside the buffer. But this needs more adding things inside GPUIndexBuf.
2018-12-14Curve Batch Cache: Rework Implementation to use new batch requestClément Foucault
Shaded triangles are not yet implemented (request from gpumaterials). This also changes the mechanism to draw curve normals to make it not dependant on normal size display. This way different viewport can reuse the same batch.
2018-12-10DRW: Batch Cache: Mesh: Port edit mesh batches to batch request methodClément Foucault
This also do some renaming/cleanups.
2018-12-10DRW: Batch Cache: Add batch request systemClément Foucault
This makes it possible for engines to ask for batches and only fill their data after all engine populate functions have run. This means that, when creating the batches data we already know all the batches that are needed for this redraw and the needed data. This allows for less redundant data preparation and better attrib masking. Ideally, we should run all viewports populate function before executing the batch construction but this is not the scope of this patch. Conversion from the old request method will be progressive and both can coexist (see uses of mesh_create_pos_and_nor()).
2018-12-07DRW: Remove the use of GPUTexture buffers for edit wire renderingClément Foucault
See previous commit for detail as why.
2018-12-07DRW: Rework wireframe overlay implementationClément Foucault
The shader is way simpler and run way faster on lower end hardware (2x faster on intel HD5000) but did not notice any improvement on AMD Vega. This also adds a few changes to the way the wireframes are drawn: - the slider is more linearly progressive. - optimize display shows all wires and progressively decrease "inner" wires intensity. This is subject to change in the future. - text/surface/metaballs support is pretty rough. More work needs to be done. This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516. This also removes the GPU side "sharpness" calculation which means that animated meshes with wireframe display will update slower. The CPU sharpness calculation has still room for optimization. Also it is not excluded that GPU calculation can be added back as a separate preprocessing pass (saving the computation result [compute or feedback]). The goal here was to have more speed for static objects and remove the dependency of having buffer textures with triangle count. This is preparation work for multithreading the whole DRW manager.
2018-12-04Wireframe: Optimization: Only draw triangles that have edgesClément Foucault
This only happens after a certain wireframe threshold. We sort triangles into 2 bins (start and end of the buffer) based on a threshold and just draw the first bin if the wireframe slider is low enough. This optimization is disabled for deformed meshes when playback is active. This optimization is only implemented for meshes object for now. This should help resolve (to some extent) T58188.
2018-12-04Wireframe: Optimization: Only draw triangles that have edgesClément Foucault
This only happens after a certain threshold. We sort triangles into 2 bins (start and end of the buffer) based on a threshold and just draw the start bin if the wireframe slider is low enough. This optimization is disabled for deformed meshes. This should help resolve (to some extent) T58188.
2018-11-27DRW: Implement Hair Weight drawingClément Foucault
Fixes T57931 Particle weight edit mode is not supported. There is a bug that prevent refresh of the toolsettings on which is based the weight / non-weight display selection (see T58086).
2018-11-26Viewport: implement hiding faces in paint modes.Alexander Gavrilov
In 2.79 hiding works in paint modes with selection enabled, so it is a missing feature. This implements it in texture paint overlays and in workbench base shading. Reviewers: fclem Differential Revision: https://developer.blender.org/D3989
2018-11-25Cleanup: Silent compiler warningAntonioya
A void function cannot return a value.
2018-11-23DRW: Support Wireframe for metaball objectsClément Foucault
2018-11-23DRW: Support Wireframe for cruve/surface/text objectsClément Foucault
2018-10-23Cleanup: style, warningCampbell Barton
2018-10-15Edit Mesh: Fix missing loop normal displayClément Foucault
2018-10-12Edit Mesh: Refactor edit mesh drawingClément Foucault
This decouple the vertex display from the face+edges. This is to reduce the number of triangles required to fix the edges artifacts (aliasing) and increase viewport reactivity when not actively navigating (ie. mouse scroll). Also it makes all vertices visible (not cut-off) even when navigating. However it makes the navigation drawing a bit slower because it has to render twice. Also add a depth bias to the wires to avoid depth fighting when previewing final mesh (modifiers applied).
2018-10-03Pose Mode: Add back IK Degrees of freedom displayClément Foucault
2018-09-26Edit Surface: Use edit curve engine to display edit surfaceClément Foucault
It's so similar in practice that we don't need a separate engine for edit surface overlays.
2018-09-26Fix misleading field naming.Alexander Gavrilov
This is not any kind of length, it is the number of true values.
2018-09-26Cleanup: naming of DRW mesh weight APICampbell Barton
2018-09-25Edit Curve: Fix cannot hide handlesClément Foucault
2018-09-25Implement correct drawing of advanced Weight display features.Alexander Gavrilov
This adds existing behavior from calc_weightpaint_vert_array that was missing from the new rendering code: - No selected Vertex Group displays as a solid pink color. - Zero weight displays as alert color depending on Options. - Multipaint mode correctly displays collective weight. In order to properly implement this variety, a data structure holding all relevant parameters is introduced. Reviewers: fclem, campbellbarton Subscribers: jbakker Differential Revision: https://developer.blender.org/D3722
2018-08-24Cleanup: indentation, styleCampbell Barton
2018-08-233D Grid: Fix grid passing through objects too muchClément Foucault
For this we need to add a bias depending on the viewing angle. But increasing the hardness of the test make float precision issues in the mesh transformation more prominent (actual geometry is far below the surface). So to solve this issue we use a more subdivided grid mesh 8x8 quads instead of 1 triangle.