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2017-04-19Draw Manager: curve supportCampbell Barton
Draws the curve centerline and editmode verts/handles. Handle theme colors, and normal display still need adding.
2017-04-19Cleanup: move theme-id to shader-group into funcsCampbell Barton
2017-04-19Edit Mode Engine: Fix shader compilation on AMD. Also fix Bweight display.Clément Foucault
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
2017-04-13Draw Manager: lattice editmode drawingCampbell Barton
2017-04-13Draw Manager: initial lattice supportCampbell Barton
Still misses support for edit-mode selection & weight drawing.
2017-04-13Cleanup: minor changes to logic for outline drawingCampbell Barton
Use brace placement following code-style too.
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.
2017-04-12Cleanup: use const pointer for view access APICampbell Barton
2017-04-12Cleanup: line lengthCampbell Barton
Avoid right-shift
2017-04-11Correct own error in adding colorsCampbell Barton
Make comment regarding GLSL more clear.
2017-04-11Uncomment deselected center point colorCampbell Barton
2017-04-11Draw Manager: Add center-color for linked/multiuser objectsCampbell Barton
Draws a blue center circle for library objects. As with regular drawing, this uses a hard-coded color.
2017-04-10Object Engine: Fix Selected Group Objects color.Clément Foucault
2017-04-10Object Engine: Ported Force Field object drawing.Clément Foucault
2017-04-10Draw Manager: Use Texture flag in Framebuffer init.Clément Foucault
2017-04-09Cleanup: glsl indentationCampbell Barton
2017-04-03Infinite Grid: View angle fadeClément Foucault
and show Z axis in special persp views
2017-04-03Draw Manager: Use engine type pointer instead of engine name.Clément Foucault
Faster search
2017-04-03Object Engine: Fix multi user lamp data display bug.Clément Foucault
Objects that were using the same lamp data were having the same display matrices. This is fixed by allowing engine to store a memory block inside the object itself.
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
2017-03-28New Outline: Fix warning.Clément Foucault
2017-03-28New Outline: Fix ATI compile error.Clément Foucault
2017-03-27New Outline: make it countour the screen.Clément Foucault
2017-03-27New Outlines: fix upper edgeClément Foucault
2017-03-27New Grid: small modificationClément Foucault
Fix wrong coord picked when display only one axis. Small optimizations here and there.
2017-03-27Draw Engines: Make g_data struct part of the viewport storageClément Foucault
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27Draw Manager: Make Viewport Data passed by the manager call.Clément Foucault
2017-03-25New Grid : Feature parity with old grid.Clément Foucault
Removed infinite details and went for decreasing details with the distance instead (like the axis aligned ortho view auto sized grid). Separate drawing of the Z axis into 2 pass (using shading group) to render ordered transparency with the main grid pass.
2017-03-25New Grid: Fix depth fighting and remove some unused variables.Clément Foucault
2017-03-22Object Mode Engine: New grid drawing.Clément Foucault
Move the grid drawing to the Object mode engine and implement a new infinite grid. Everything is done but it needs better parameters to be intuitive.
2017-03-22Draw Module: Move the Global Ubo block definition to it's own file.Clément Foucault
2017-03-22Object Mode Outline: Changed algorithm a bit.Clément Foucault
First pass find outline pixel. Second pass expand it by 1px in each direction. Subsequent passes fade the occluded outlines inward.
2017-03-21Object Outline: trying something newClément Foucault
2017-03-21Object Mode Engine: Support for active color.Clément Foucault
2017-03-20Edit Mode Engine: Remove unecessary matrix.Clément Foucault
2017-03-20Object Mode Engine: New outline method.Clément Foucault
We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette. Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations. Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint. Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix.
2017-03-20Draw module: code style, encapsulate static varsClément Foucault
2017-03-18Object Mode: Add stencil test to remove object outlines inside the silouhette.Clément Foucault
It also adds nice occluded silouhette information for selected objects that are behind visible objects. This methods is really heavy because it needs to render the wires twices.
2017-03-18Fix shader compilation.Clément Foucault
2017-03-18Draw Manager: Created a general fullscreen shader.Clément Foucault
2017-03-14Cleanup: warningsCampbell Barton
2017-03-13Mode Engines: Fix MSVC compilation error.Clément Foucault
2017-03-12Clay Engine: Mode engine templates.Clément Foucault
Standard Engine layout easy to extend. Note that most of the work will also happen in mesh_render.c to create geometry batches.
2017-03-09Edit Mesh overlay: Ported Display Normals optionClément Foucault
2017-03-09Edit Mesh overlay: remove sizeNormal from ubo.Clément Foucault