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2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-11Edit Mesh: Fix missing loose edges if vertex is at local originClément Foucault
2018-06-17Edit Mesh: Fix buggy occlusion when in xray mode.Clément Foucault
This mimics the behaviour of the old wireframe mode. When in Xray mode, don't use the limit selection to visible option. Also hide the option if Xray is enabled.
2018-06-15Cleanup: warningCampbell Barton
2018-06-15MeshEditMode: refactorJeroen Bakker
- added a lib for shaded functions - decreased active face inner size
2018-06-14Cleanup: styleCampbell Barton
2018-06-14T55456 EditMeshModeJeroen Bakker
- see the face selection color when face is active - test different masks for active face, finally chosen for no mask at all.
2018-06-13T55456: EditDrawModeJeroen Bakker
reorganized shader compilation
2018-06-13T55456: EditMode DrawingJeroen Bakker
- Hide facedots, except when in V3D_ZBUF_SELECT mode `use_occluded_geometry` - Different theme (wire_inactive) when not in edge selection mode
2018-06-013D View: respect text option for edit-mode infoCampbell Barton
2018-05-29For 2.8, bring back debug mode indices display.Howard Trickey
2018-05-29Object Modes: only use selection for mode switchCampbell Barton
Selection is no longer needed for an object to be considered in a mode. Part of T55246 design task, fixes T55187
2018-05-20DRW: Rename some DRW_STATE_* for more consistency.Clément Foucault
2018-05-053D Viewport: move overlay settings from collections to 3D viewport.Brecht Van Lommel
For some we may add per object overrides, but for most we plan to keep them strictly per viewport settings. Display settings from the mesh still need to be moved here, only collections were done to remove that code.
2018-04-30DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.Clément Foucault
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
2018-04-16Multi-Object EditingCampbell Barton
This adds initial multi-object editing support. - Selected objects are used when entering edit & pose modes. - Selection & tools work on all objects however many tools need porting See: T54641 for remaining tasks. Indentation will be done separately. See patch: D3101
2018-03-25DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_refClément Foucault
This is in order to not mix it with the incomming buffer textures.
2018-03-25GPUFramebuffer: Refactor (Part 2)Clément Foucault
This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-02-13Object Mode: remove Scene.obedit in draw managerCampbell Barton
Part of larger change to remove this variable entirely.
2018-01-30DRW / Render: Add support for render pipeline in drawmanager.Clément Foucault
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface. This might be addressed in the future at least for video rendering. A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-17Revert "Fix use-after free in DRW_shader_create_with_lib"Campbell Barton
Caused an error entering edit-mode. d60f26f37a & 2659500835
2018-01-17DRW: Codestyle refactor: Use macro to create shader libs.Clément Foucault
This clears up the code from many DynStr usage. Easier to read.
2018-01-11Fix error weird sliding vertices appearing in edit mode with some Intel GPUsGermano
Appear when zooming
2018-01-11Fix T51576: Blender crash when change to edit mode with some Intel GPUsGermano
Differential Revision: D2995
2017-10-30Draw Manager: re-enable edit-mesh text overlaymano-wii
2017-09-25DRW : Add new view_update mechanism.Clément Foucault
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-22Edit Mesh Mode : Fix GLSL compilation errorsClément Foucault
2017-09-22Edit Mesh Mode: Put AntiAliasing #define into shader include header.Clément Foucault
2017-09-22Edit Mesh Mode: Add a facing falloff effectClément Foucault
This let the user keep track of the shape by fading the center of the object. An Opacity parameter is yet to be added.
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
2017-05-16Draw Manager: Texture Memory usage improvement.Clément Foucault
-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
2017-05-16Draw Manager: Make use of texture reuse.Clément Foucault
2017-05-16Fix face-dot's not drawingCampbell Barton
regression in d12d8956
2017-05-15Edit Mode Engine: Fix loose edges/verts not displaying.Clément Foucault
2017-05-15Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update.Clément Foucault
2017-05-10Draw Manager: Extend simplification to UBOs & fix a context error.Clément Foucault
2017-05-10Draw Manager: Simplify usage and check for errors.Clément Foucault
2017-05-08Accidentally left show_weight enabledCampbell Barton
2017-05-08DWM: show weights in edit-modeCampbell Barton
Engine collection settings aren't currently flushed, once they are this will work as expected.
2017-05-05Implement overridable scene render settingsDalai Felinto
This add a new set of (possible) render settings that can be defined at the scene level and overridable at the scene layer level. Once we get workspaces we can either add workspace inbetween scene and scene layer evaluation. Or to replace layer settings, to avoid extra confusion to users. An example of this setting is "samples", as implemented now for the clay engine.
2017-04-29Cleanup: rename struct for private engine dataCampbell Barton
Also remove from pass list (there were some duplicate unused entries).
2017-04-25Draw Manager: store context vars per drawCampbell Barton
Was performing context access per object for scene, region etc. While not very slow they don't change during drawing so cache in a struct. This also makes it possible to draw in views besides the current context.
2017-04-20Cleanup: redundant struct qualifier & long linesCampbell Barton
2017-04-18GPUFramebuffer: Allow to bind a specific texture mip to framebuffer.Clément Foucault
2017-04-15Cleanup: explicit names for return arguments and position lastCampbell Barton
2017-04-13GLSL: rename edit_overlay -> edit_mesh_overlayCampbell Barton
Avoid confusion with overlays with non-mesh types
2017-04-13Use 'safe' macros for common free operationCampbell Barton
Same as MEM_SAFE_FREE macro, checks for NULL, runs free then sets NULL. Blocks of code that do this many times are noisy and likely errors here wouldn't be noticed immediately. Also NULL's static vars which were being left 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.
2017-04-12Cleanup: use DRW_cache_mesh prefix w/ mesh objectsCampbell Barton
Avoid confusion for non mesh types where verts/wire/surface might apply. Other object types use this convention already.