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2018-03-29Draw manager: Make particle code drawing closer to old viewportSergey Sharybin
The way how particle state is to be accessed or used did not change in Blender 2.8, so the drawing code should follow old design. This code is somewhat duplicated from drawobject.c, but old draw code is on the way to be removed anyway. This fixes issue with disappearing particles when tweaking number of particles.
2018-03-28DRW: Opti: Make cursor use batch instead of immediate API.Clément Foucault
This is also much cleaner and taking 1 drawcall instead of 2.
2018-02-26DRW: Add new Draw Manager OpenGL Context.Clément Foucault
This separate context allows two things: - It allows viewports in multi-windows configuration. - F12 render can use this context in a separate thread and do a non-blocking render. The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future. Under the hood what does that mean: - Not adding more mess with VAOs management in gawain. - Doing depth only draw for operators / selection needs to be done in an offscreen buffer. - The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it. - All FBOs needed by the drawmanager must to be created/destroyed with its context active. - We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-01-30DRW: Add "hardcoded" stipples for sun ray display.Clément Foucault
2018-01-22Cleanup: commendsCampbell Barton
Avoid copy-pasting same comments.
2018-01-22Cleanup: reuse camera frame arraysCampbell Barton
Use GWN_vertbuf_raw_step in a loop for less verbose vbo creation.
2018-01-22DRW: Object Mode: Fix bad camera display in camera viewClément Foucault
This fix T53485 : Ortho cameras display frame when in camera view
2018-01-22DRW: Make the lamp widgets lines stippled.Clément Foucault
2017-12-14Support for Batchs split by material for objects of type Curve, Surface, and ↵Germano
Text **ToDo:** - add vertbuff for UV (what can be adapted from `dl_surf_to_renderdata`)
2017-11-16Fix T51210: Draw Manager: Support for Metaball DrawingGermano
Differential Revision: D2914
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-09-30DRWCache: Add a new regular Quad buffer.Clément Foucault
2017-08-16Cleanup: rename GPU gawain functionsCampbell Barton
Were using Batch_ prefix still
2017-08-16Gawain: remove GWN_batch_discard_allCampbell Barton
Use ownership flags instead.
2017-07-27DRW: Fix vertex buffer too large.Clément Foucault
2017-07-12DwM: Option to use final material over mode shadingCampbell Barton
Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes.
2017-06-28DwM: mesh data now only creates data thats usedCampbell Barton
Read from the GPUMaterial to find custom-data layers used for drawing. This resolves problem where having UV's would always calculate tangents causing noticeable slow down compared to 2.7x.
2017-06-27Implement weight colors for lattices in draw managerLuca Rood
2017-06-27LightProbes: Change 3d view display shape.Clément Foucault
Introduce specific shape for each probe type to easily identify them.
2017-06-26Hair UV implementation for EeveeLuca Rood
This implements UV support for Eevee hair, enabling the usage of textures.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-06-15Eevee: Add Grid debug display.Clément Foucault
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-10Draw Cache: fix probe vbo sizeClément Foucault
2017-06-09Probe: Add influence display and rework UI.Clément Foucault
2017-06-09Probe: Add initial visualisationClément Foucault
2017-05-23Use pointers to actual data for particle uniformsLuca Rood
This makes particle color uniforms point directly to material color, and particle size uniforms point directly to ParticleSettings size.
2017-05-23DwM: texture paint support & mask modeCampbell Barton
Uses workaround so material slots are used when neither blender-internal or cycles are enabled.
2017-05-20DwM: Object mode empty-image supportCampbell Barton
2017-05-19Implement particle drawing with draw managerLuca Rood
This still has a couple of issues: * Instancing is not working when multiple particle systems use the same primitive. Only the last particle system to be drawn with a particular primitive shows up. * Because of colors being passed as uniforms with static variables, the color of the collection of the last object to be evauluated is used for all particles being displayed. Also, note that while this is being drawn in the clay engine, this might be moved to the object mode later intead. Part of T51378
2017-05-18DwM: Armature: Cleanup envelope bone code a bit.Bastien Montagne
Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone).
2017-05-18DwM: Armature: add solid envelope bone drawing.Bastien Montagne
Envelope bones are now pretty much identical to old drawing code. Note that currently new DwM drawing code does not seem to care about wire/solid drawing modes at all, guess this is still TODO... For now we hence just get both wire and solid for envelope bones, this can be refined later.
2017-05-17DwM: Armature: Add distance outline and wire drawing of envelope bones.Bastien Montagne
This is not complete, it does not implement 3D solid drawing of envelope bones. 2D wire is hence always drawn for now. Some notes: I did not try to implement the 'capsule' approach suggested by @fclem, because: 1. I spent enough time on this already, and finally got something working. 2. I managed to get rid of geometry shader completely. 3. Current approach allows us to use same shader for distance outline and envelope wire. It's working fine, except for one glitch - superpositions of envelope outlines do not work as expected, not sure what's wrong here, tried to disable zbuff, enable GL_BLEND, no luck so far... I think we need our own 'background' drawpass to get them working (also to avoid them drawing over the wire lines).
2017-05-17Cleanup: group VBO attributes in a structCampbell Barton
Some names are a bit arbitrary, this makes it clear which names are VBO attributes.
2017-05-15Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update.Clément Foucault
2017-05-12Implement hair drawing with Draw Manager in Clay engineLuca Rood
Part of T51378
2017-05-10Draw Manager: Fullscreen triangleClément Foucault
Used a triangle instead of a quad for fullscreen passes.
2017-05-05Clean up weight/vertex painting codeLuca Rood
Now passing selection state instead of colors for the wire/face mask overlay thing. Also added masking indication on the faces in vertex paint.
2017-05-04Vertex paint with draw managerLuca Rood
Reviewers: fclem Subscribers: campbellbarton, dfelinto Differential Revision: https://developer.blender.org/D2658
2017-05-03Weight painting with draw managerLuca Rood
This implements weight rendering with the draw manager, with all drawing options (Shading, wire, face masking, vertex masking). This is part of T51208 Reviewers: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D2654
2017-05-03Add BBone and Wire Armature draw types to DrawManager.Bastien Montagne
Most of this was copying/adapting code from octahedral existing draw code, tough part was to get BBone matrices to behave as expected, they are using a fairly specific setup... Addresses T51365 and T51362.
2017-04-28Correct comment, we need wire_outline data in this caseCampbell Barton
2017-04-28Draw Manager: pose-mode custom bone displayCampbell Barton
2017-04-25Eevee: Make default shaders works.Clément Foucault
- Added New Batch cache routine to get the split mesh for each material. (optimization needed) - Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
2017-04-21Cleanup: move draw-cache creation from BKE to DRWCampbell Barton
Creating draw-cache should only ever be used by the draw-manager.
2017-04-21Draw Manager: edit-mode 3d text drawingCampbell Barton
Draw cursor and selection, also support for fast-display.
2017-04-20Curve: draw curve/surface/text geometryCampbell Barton
Note that displists will be removed, but this wont be hard to replace. Signed-off-by: Campbell Barton <ideasman42@gmail.com>
2017-04-19Draw Manager: draw curve normalsCampbell Barton
2017-04-19Cleanup: remove redundant assignmentsCampbell Barton
Return the 'Batch' instead of assigning a variable.
2017-04-19Draw Manager: curve supportCampbell Barton
Draws the curve centerline and editmode verts/handles. Handle theme colors, and normal display still need adding.