Age | Commit message (Collapse) | Author |
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed to fix T61196, supporting clipped back-buffer in the 3D view
which is done outside the draw module.
It was also inconvenient having DRW_shader_* versions of GPU_shader_*
API calls.
- Clipping distances are now supported as a shader configuration
for builtin shaders.
- Add shader config argument when accessing builtin shaders.
- Move GPU_shader_create_from_arrays() from DRW to GPU.
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- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
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This is work in progress. Look is not final.
This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.
We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.
This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the
This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
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Needed for clan-format not to wrap onto one line.
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Was confusing eg: G_AUTOPACK belonged to G.fileflags, G_PICKSEL to G.f.
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* Use simple default view transform for color pickers, as Filmic does not work
well for all types of colors. We better handle this with an option and tagging
of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
settings like exposure are only taken into account if scene lighting is used,
since these are often dependent on scene light intensity.
Fixes T61022, T57649, T59363.
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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.
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Improve clang-format output.
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Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Comment or remove unused defines.
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Originally I wanted to avoid adding draw manager specific ifdef's all
over generic shaders however this isn't needed in so many places.
Also there are shaders that are only used by the draw manager so
duplicating them only to have the original unused doesn't make sense.
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typo in rBdc7e49298940
Reviewers: fclem
Maniphest Tasks: T60810
Differential Revision: https://developer.blender.org/D4244
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Object selection now supports clipping.
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DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.
Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
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Avoid using pointer to pointer when building shader groups.
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Only for workbench solid/wire modes.
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Each engine was doing this on its own.
Move to DRWContextState, use an enum.
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Matches 2.7x behavior.
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Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.
Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
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While verbose, this is a more flexible way to construct shaders.
Libs & defines can be optionally included for each shader type
which was previously done with inline string creation.
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Fix T60667: Eevee: reflection plane bug in rendered view.
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Caused:
error: unsized array index must be constant
Use hard coded number of clipping planes, copying the 4th to 5 & 6
when only 4 are used.
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Use normal_quad_v3 instead of normal_tri_v3 and compute the mean of all
corner distance during frustum plane extraction.
Fix T58243 Flickering of viewport when rotating and zooming
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This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
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Use loose_edges and loose_verts buffer instead of detecting them manually.
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Matches `BASE_FROM_SET`.
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