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2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-24Wireframe Overlay: Add back the per edge hidingClément Foucault
This method is a bit more optimized than the very first one because it does not rely on the adjacent faces properties. That said it's still a bit slower than the per vertex method.
2018-06-22PaintMode: Full Shading Boolean => SliderJeroen Bakker
There was a Full Shading bool that was shared across the WP, VP and TP modes. This commit makes some changes: - Replace the bool with a factor. This gives the user more control on the visibility. - Also draw it on top of the Material and Rendered mode so the user can control what he needs. In certain cases you don't want to see the final rendered material, but the actual texture. - Removed the skipping of objects when in paint modes. As now the paint modes are blended.
2018-06-19Revert: EditMode Inactive edge drawingJeroen Bakker
Did it manually as there was some refactoring done that has value
2018-06-17Edit Mesh: tweak active face edge widthCampbell Barton
This rewinds a change from own commit e3d88b021c07d The only took edge overlay into account (crease, seam.. etc) Currently active-face also uses this width. While the difference is subtle, this makes the active-face stand out more clearly.
2018-06-17Cleanup: codestyleCampbell Barton
2018-06-16Edit Mesh: Simplify the overlay shader.Clément Foucault
Remove all the clip cases and just pass the vertices screen position to the fragment shader. This does put a bit more pressure on the fragment shader but it seems to be faster than before. And it simplify the code a lot. It seems to fix some long standing issue on some intel GPU.
2018-06-16Edit Mode: Fix bad display of edges when limit selection mode is Off.Clément Foucault
2018-06-15Edit Mesh: tweak vertex size & edge widthCampbell Barton
- Vertex size now matches the theme setting. - Edge width is closer to a single pixel line. - Face dot was scaled up to be drawn as a circle, but is currently a square.
2018-06-15MeshEditMode: refactorJeroen Bakker
- added a lib for shaded functions - decreased active face inner size
2018-06-14Edit Mesh: Fix blending function of edgesClément Foucault
This fix the ugly (usually) dark outline that was around selected edges.
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.
2018-06-13Revert "T55456: EditDrawMode"Jeroen Bakker
This reverts commit da6ed54569d03d18512e46ae08629bf72a592a82.
2018-06-13T55456: EditDrawModeJeroen Bakker
- removed the dithering from the active face
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
2018-06-11Outlines: Make Xray outlines 2px thick instead of 3pxClément Foucault
2018-06-10Workbench: Xray: Add selected/active non-occluded outlinesClément Foucault
This Fix the problem when multiple objects are selected and one of them occlude the others. You cannot see clearly what is selected. With this option, selection is more clear when Xray mode is enabled.
2018-06-07Wireframe: Fix edges or non manifold meshes not showing.Clément Foucault
This will show the associated edges to the vertices but that's the only workaround I can think of right now.
2018-06-07Wireframe: Change / Optimize the limited wireframe visibility option.Clément Foucault
This make the limited wireframe not a performance problem anymore. However, this does change the number of edges displayed as the threshold is now computed per vertex instead of per edges. For this reason we extended (internaly) the range of the slider so that the users can hide more edge.
2018-06-07Armature: Fix flickering outline on planar custom bones.Clément Foucault
2018-06-05Wireframe: Add slider to hide edges from coplanar facesClément Foucault
The default behaviour is to show the same amount of edges as 2.7. The slider makes it possible to show all edges or even less.
2018-06-04Wireframe: Lower line thickness and front color blending.Clément Foucault
2018-06-03DRW: Hair: Add additionnal subdivision smoothing support.Clément Foucault
Only use catmull-rom interpolation for now. It's smoother and does not exhibit artifacts.
2018-06-03Wireframe: Optimization for intel GPUs.Clément Foucault
Intel GPU take more advantage of the geometry shader than other vendors. Using a simple geom shader approach in this case is more performant.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-05-31Overlay: Add Wireframe overlay.Clément Foucault
This overlay is showing mesh topology. It is usable with transparency even if the mesh order can mess up with the expected result (some object more prominent than others). Edge thickness and alpha values are hardcoded for now but can easily be added to theme or object settings.
2018-05-30Cleanup: whitespaceCampbell Barton
2018-05-30DRW: Add new GPU hair system.Clément Foucault
This new system use transform feedback to compute subdivided hair points position. For now no smoothing is done between input points. This new system decouple the strands data (uv, mcol) with the points position, requiring less update work if only simulation is running. In the future, we can have compute shader do the work of the feedback transform pass since it's really what it's meant to. Also we could generate the child particles during this pass, releasing some CPU time. draw_hair.c has been created to handle all of the Shading group creations as well as subdivision shaders. We store one final batch per settings combination because multiple viewport or render could use the same particle system with a different subdivision count or hair shape type.
2018-05-27Grid: Do not go over objects in front/side ortho views.Clément Foucault
Fixes T55190 Grid displayed on top of objects in orthographic view
2018-05-27Grid: Fix T51813: Opaque grid on OSX.Clément Foucault
2018-05-26Armature: Make Custom bone have the same appearance as other bones.Clément Foucault
I had to correct some errors in the winding order of the normal bones.
2018-05-26Armature: Modify Shape outline shader to use Line adjacency instead of tri.Clément Foucault
This is much faster and simpler. This is also to make it compatible with custom bone shape in the future.
2018-05-09Draw manager: Initial implementation of key points visualizationSergey Sharybin
Does all points all the time, ignoring the setting in viewport header. This is to be addressed by the next commit.
2018-05-09Draw manager: Initial implementation of particle edit modeSergey Sharybin
Gets edit more from the current object and displays it as a path. this is how both hair and particle edit modes are supposed to work. This only covers path itself, it doesn't do anything like keys visualization or selection. However, it's already possible to comb and such. Only implements particle mode. There are also some settings to do soft body and cloth. No idea yet what that all is about. Copy-on-write is not supported either, this is due to some edit mode ownership problems which are to be addressed from dependency graph side. Shading is dead-simple: uses tangent as a color. This is where i hope to get some help from Clément.
2018-05-08Armature: Add back Stick bone draw type.Clément Foucault
The actual code is a bit convoluted but allows good and "pseudo efficient" drawing. (pseudo efficient because rendering instances with that amount of vertices is really inneficient. We should go full procedural but need to have bufferTexture implemented first) But drawing speed is not a bottleneck here and it's already a million time less crappy than the old (2.79) immediate mode method. Instead of drawing actual wires with different width we render a triangle fan batch (containing 3 fans: bone, head, tail) which is then oriented in screen space to the bone direction. We then interpolate a float value accross vertices giving us a nice blend factor to blend the colors and gives us really smooth interpolation inside the bone. The outside edge still being geometry will be antialiased by MSAA if enabled.
2018-05-08Cleanup: quiet warning, whitespaceCampbell Barton
2018-05-07Armature: Transparent Bone: Fix envelope not being alpha blended.Clément Foucault
2018-05-07Armature: Add new Transparent Bone overlay option.Clément Foucault
This is half the replacement of the old wireframe mode. It's not doing any XRay drawing at the moment.
2018-05-06Armature: Fix bone axes not using bone color.Clément Foucault
2018-05-06Armature: Fix/Change bone axes display.Clément Foucault
Now the axes are displayed correctly at the tip of the bone and with the axes names. I've made some modifications though: - Axes are colored. (should not be in object mode but that's TODO) - Axes ends are not flat arrows anymore. Replaced with a small diamond. - Axes names are now scale by their respective axes instead of being affected by other axes. - Changed axes names "font" to be a bit more sexy.
2018-05-05Armature: Rename bone shaders and add 2 colors smooth blending.Clément Foucault
This will enable us to do more nice stuff in future commits. This commit is a temporary commit, it will compile but will crash if trying to display any armature. Next commit does work.
2018-05-05Armature: Outline: Fix outline detection in critical cases.Clément Foucault
Outline was not generated because the normal was completely orthogonal to the view.
2018-05-05Armature: Make bone outlines thickness variable.Clément Foucault
2018-05-05Armature: Set outline width to 2.0.Clément Foucault
Correspond roughly to 1px width.
2018-05-05Groups: remove drawing group objects in a different color.Brecht Van Lommel
With the upcoming unification of groups and collections this will make no sense anymore, as all objects will be in a collection.
2018-05-03Metaball: Move handles shader to draw/modes/shader and reference them in ↵Germano
draw_common.c
2018-05-02Armature: Envelope: Small cleanup + don't smooth the distance display.Clément Foucault
The actual weighting calculation is not smooth as the bone display. The bone itself can be smooth for esthetic purpose but the distance display should match the underlying weighting formula.
2018-05-02Armature: Envelope: Optimize outline shader.Clément Foucault
2018-05-02Armature: Envelope: Revisit envelope drawing again.Clément Foucault
Past shader was too slow and had bad artifacts. This method is much simpler and eficient and only exhibit some popping when the raidus of the head/tail is changed.