Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-04-19 | Draw Manager: curve support | Campbell Barton | |
Draws the curve centerline and editmode verts/handles. Handle theme colors, and normal display still need adding. | |||
2017-04-19 | Cleanup: move theme-id to shader-group into funcs | Campbell Barton | |
2017-04-19 | Edit Mode Engine: Fix shader compilation on AMD. Also fix Bweight display. | Clément Foucault | |
2017-04-18 | GPUFramebuffer: Allow to bind a specific texture mip to framebuffer. | Clément Foucault | |
2017-04-15 | Cleanup: explicit names for return arguments and position last | Campbell Barton | |
2017-04-13 | Draw Manager: lattice editmode drawing | Campbell Barton | |
2017-04-13 | Draw Manager: initial lattice support | Campbell Barton | |
Still misses support for edit-mode selection & weight drawing. | |||
2017-04-13 | Cleanup: minor changes to logic for outline drawing | Campbell Barton | |
Use brace placement following code-style too. | |||
2017-04-13 | GLSL: rename edit_overlay -> edit_mesh_overlay | Campbell Barton | |
Avoid confusion with overlays with non-mesh types | |||
2017-04-13 | Use 'safe' macros for common free operation | Campbell 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. | |||
2017-04-12 | Draw Engine: remove hard coded limit on array sizes | Campbell 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. | |||
2017-04-12 | Cleanup: use DRW_cache_mesh prefix w/ mesh objects | Campbell Barton | |
Avoid confusion for non mesh types where verts/wire/surface might apply. Other object types use this convention already. | |||
2017-04-12 | Cleanup: use const pointer for view access API | Campbell Barton | |
2017-04-12 | Cleanup: line length | Campbell Barton | |
Avoid right-shift | |||
2017-04-11 | Correct own error in adding colors | Campbell Barton | |
Make comment regarding GLSL more clear. | |||
2017-04-11 | Uncomment deselected center point color | Campbell Barton | |
2017-04-11 | Draw Manager: Add center-color for linked/multiuser objects | Campbell Barton | |
Draws a blue center circle for library objects. As with regular drawing, this uses a hard-coded color. | |||
2017-04-10 | Object Engine: Fix Selected Group Objects color. | Clément Foucault | |
2017-04-10 | Object Engine: Ported Force Field object drawing. | Clément Foucault | |
2017-04-10 | Draw Manager: Use Texture flag in Framebuffer init. | Clément Foucault | |
2017-04-09 | Cleanup: glsl indentation | Campbell Barton | |
2017-04-03 | Infinite Grid: View angle fade | Clément Foucault | |
and show Z axis in special persp views | |||
2017-04-03 | Draw Manager: Use engine type pointer instead of engine name. | Clément Foucault | |
Faster search | |||
2017-04-03 | Object 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. | |||
2017-03-30 | Layers: use IDProperty and override collection properties system | Dalai 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 | |||
2017-03-28 | New Outline: Fix warning. | Clément Foucault | |
2017-03-28 | New Outline: Fix ATI compile error. | Clément Foucault | |
2017-03-27 | New Outline: make it countour the screen. | Clément Foucault | |
2017-03-27 | New Outlines: fix upper edge | Clément Foucault | |
2017-03-27 | New Grid: small modification | Clément Foucault | |
Fix wrong coord picked when display only one axis. Small optimizations here and there. | |||
2017-03-27 | Draw Engines: Make g_data struct part of the viewport storage | Clément Foucault | |
This makes viewport cache construction independant from each others and will allow multithread down the road. | |||
2017-03-27 | Draw Manager: Make Viewport Data passed by the manager call. | Clément Foucault | |
2017-03-25 | New 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. | |||
2017-03-25 | New Grid: Fix depth fighting and remove some unused variables. | Clément Foucault | |
2017-03-22 | Object 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. | |||
2017-03-22 | Draw Module: Move the Global Ubo block definition to it's own file. | Clément Foucault | |
2017-03-22 | Object 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. | |||
2017-03-21 | Object Outline: trying something new | Clément Foucault | |
2017-03-21 | Object Mode Engine: Support for active color. | Clément Foucault | |
2017-03-20 | Edit Mode Engine: Remove unecessary matrix. | Clément Foucault | |
2017-03-20 | Object 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. | |||
2017-03-20 | Draw module: code style, encapsulate static vars | Clément Foucault | |
2017-03-18 | Object 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. | |||
2017-03-18 | Fix shader compilation. | Clément Foucault | |
2017-03-18 | Draw Manager: Created a general fullscreen shader. | Clément Foucault | |
2017-03-14 | Cleanup: warnings | Campbell Barton | |
2017-03-13 | Mode Engines: Fix MSVC compilation error. | Clément Foucault | |
2017-03-12 | Clay 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. | |||
2017-03-09 | Edit Mesh overlay: Ported Display Normals option | Clément Foucault | |
2017-03-09 | Edit Mesh overlay: remove sizeNormal from ubo. | Clément Foucault | |