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2019-12-02Overlay Engine: Refactor & CleanupClément Foucault
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-10-17Cleanup: spellingCampbell Barton
Also remove historic bftgl reference.
2019-10-16Fix T68380 Skin modifier root not displayedClément Foucault
2019-09-26CleanUpJeroen Bakker
Removed unused define in `edit_mesh_mode.c`
2019-09-26Clean upJeroen Bakker
Unused framebuffers in `edit_mesh_mode.c`
2019-09-26Code CleanupJeroen Bakker
Removed unused shading groups in `edit_mesh_mode.c`
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-09Fix T67637: Selected edges hard to see with wireframeCampbell Barton
Always show selected edges in wire/xray modes.
2019-08-14Mesh Batch Cache: Refactor + MultithreadClément Foucault
For clarity sake, the batch cache now uses exclusively per Loop attributes. While this is a bit of a waste of VRAM (for the few case where per vert attribs are enough) it reduces the complexity and amount of overall VBO to update in general situations. This patch also makes the VertexBuffers filling multithreaded. This make the update of dense meshes a bit faster. The main bottleneck is the IndexBuffers update which cannot be multithreaded efficiently (have to increment a counter and/or do a final sorting pass). We introduce the concept of "extract" functions/step. All extract functions are executed in one thread each and if possible, using multiple thread for looping over all elements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D5424
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-06-27Fix T65893: Edit Mesh CullingJeroen Bakker
The edit mesh is culled by object. When the object is not visible on screen, the edit mesh may still be visible. This change will not cull the edit mesh anymore. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5144
2019-06-17Cleanup: comment spellingCampbell Barton
2019-06-11Edit Mode: Fix face alpha being too strong in xray modeClément Foucault
This make the xray & wireframe follows the same style as the solid mode.
2019-06-11Fix T65406 Edit Mode: Edge selection is below wireframe overlayClément Foucault
This was due to a double offset of the wireframe. We also reduce the wireframe offset. The look of the wireframe overlay changes a little with on distant wires.
2019-06-05Fix T65389 Edit Mesh: Face dots are not shown in Xray modeClément Foucault
2019-05-30DRW: Refactor to use object pointer for drawcall by defaultClément Foucault
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
2019-05-28Cleanup: DRW: CodestyleClément Foucault
2019-05-28MeshAnalysis: Disable when XRay is turned onJeroen Bakker
When XRay is turned on the mesh analysis did not draw correct. This change won't draw the mesh analysis overlay when xray is turned on. In terms of giving the user a visual feedback of this limitation we render the overlay options inactive. Reviewed By: brecht, fclem Maniphest Tasks: T65225 Differential Revision: https://developer.blender.org/D4965
2019-05-28Fix T65226 Crash on entering in Edit mode with ASAN buildClément Foucault
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-27Cleanup: DRW: Move WorldClipPlanes to builtin uniformClément Foucault
2019-05-27Cleanup: EditMesh: Remove DRW_STATE_OFFSET_*Clément Foucault
2019-05-24Edit Mesh: Change color behaviorClément Foucault
- Make edges darker in vert & face select mode (making more contrast to not loose the topology). Downside is less select edges visibility in vertex mode. But I'm confident that it's not as painfull as it seems. - Make select faces less saturated to have more color contrast between select faces and edges. - Make unselected faces white to increase contrast with faces and edges. The brightening is negligeable for bright surfaces and help readability on darker surfaces. Reminder that if the faces overlays are too distracting (i.e: uv mapping, or texturing) they can be toggled off in the overlay panel. Reviewers: billreynish, campbellbarton, brecht Reviewed By: billreynish, campbellbarton, brecht Subscribers: brecht Differential Revision: https://developer.blender.org/D4941
2019-05-22DRW: Remove DRW_state_clip_planes_resetClément Foucault
2019-05-22DRW: Remove DRW_state_clip_planes_set_from_rv3dClément Foucault
This should be handled by DST.view_default
2019-05-22DRW: Add DRWView to improve different view handlingClément Foucault
This will have multiple benefit. TODO detail benefits (culling, more explicit, handling of clipping planes) For now the view usage is wrapped to make changes needed more progressive.
2019-05-17Cleanup: DRW: Remove uneeded DRWState valuesClément Foucault
This removes: - DRW_STATE_TRANS_FEEDBACK - DRW_STATE_WIRE - DRW_STATE_POINT
2019-05-15Code style cleanup: `make format`Dalai Felinto
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-10Overlays: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-09Overlay: Remove use of NormalMatrixClément Foucault
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-26Cleanup: clang-formatCampbell Barton
2019-04-25Overlay: Mesh AnalysisJeroen Bakker
Enabling the drawing of the mesh analysis overlay. Currently the settings are part of the scene toolsettings. What makes sense, for 3d printing, but does not fit well with the per viewport blender 2.80 overlays. Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D4707
2019-04-18Cleanup: warningsCampbell Barton
2019-04-17Edit Mode: Rework display to differentiate selection modesClément Foucault
This removes the large edges and instead use colors to hint in which selection mode the user is. The component in each individual selection mode is more prominent to add more emphasis. The other components are less prominent and dimmed. A minor default theme changes needed to be made to keep clarity in all combinations. Forcing old behavior (no selection mode hit) could be done quite easily by just making the 2 booleans true (selectFaces and selectEdges). Reviewers: campbellbarton, billreynish Reviewed By: campbellbarton, billreynish Subscribers: ThinkingPolygons Maniphest Tasks: T1234 Differential Revision: https://developer.blender.org/D4526
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-11Fix T63467: Edge/vertex selection isnt working properly with X-ray set to 1Sebastian Parborg
Edit mode shows the mesh elements in X-ray mode even if alpha is set to 1. Now the code takes this into account so that you can still select visible mesh elements in X-ray edit mode. view3d_draw_legacy need to be updated with the new XRAY flag macros to avoid crashes. Additional cleanup of the XRAY macro flags were done.
2019-04-09Fix T62114: Wireframe mode selection: selects backside objects when clicking ↵Sebastian Parborg
frontside object in 3d-window Now the depth order of objects when trying to select them is only used when not in X-ray mode. Before, this was only the case in wireframe mode regardless of X-ray settings. I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other. Reviewed By: Clément Differential Revision: http://developer.blender.org/D4504
2019-03-26Fix T62189: Wires Occluded When Edit Mesh Faces DisabledJeroen Bakker
Reviewed By: fclem Maniphest Tasks: T62189 Differential Revision: https://developer.blender.org/D4593
2019-03-23Edit Mesh: Rework "in front" + "hidden wire" drawingClément Foucault
Instead of doing some fancy stencil buffer tricks, just clear the depth buffer before the "in front" meshes. Fix T58841 Hidden Wire when in Edit Mode disables In Front Option
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-16Cleanup: fix compiler warnings.Brecht Van Lommel
2019-03-15Fix T59155: Can't select light in-front of other objectsCampbell Barton
Enable depth picking by default. This adds new 'gpu_flag' since it's not so relevant to add GPU drawing options into uiflag & uiflag2. This resets the recently added smooth edge flag.
2019-03-04Preferences: Add option to disable edit-mode wire AntialiasingClément Foucault
Requested by some users who prefer old wireframe precision. Smooth wires are still enabled by defaults as they don't have a noticeable perf impact. Application restart is needed for changes to take effects.
2019-02-27DRW: disable wide edges when face-dots are usedCampbell Barton
Users who prefer to use face dot's don't get an advantage from drawing thicker wire. Requested by @ward
2019-02-18Edit Mesh: CleanupClément Foucault
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-17Cleanup: rename Mesh.edit_btmesh -> edit_meshCampbell Barton
When bmesh was in a branch we had both edit_mesh and edit_btmesh, now there is no reason to use this odd name.
2019-02-10Cleanup: move clipping shader lib & define into structCampbell Barton
Also compare clipping with the draw context instead of accessing the RegionView3D, currently they're matching but this might not always be the case.