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2017-07-13Cleanup/rename etc. dashed line shaders.Bastien Montagne
Goal is to make them more modular, to allow more variants (variable single-color, thickness, ...) to be added without having to copy-and-change-one-line of whole chain of shaders.
2017-05-18DwM: Armature: Cleanup envelope bone code a bit.Bastien Montagne
Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone).
2017-05-18DwM: Armature: add solid envelope bone drawing.Bastien Montagne
Envelope bones are now pretty much identical to old drawing code. Note that currently new DwM drawing code does not seem to care about wire/solid drawing modes at all, guess this is still TODO... For now we hence just get both wire and solid for envelope bones, this can be refined later.
2017-05-17DwM: Armature: Add distance outline and wire drawing of envelope bones.Bastien Montagne
This is not complete, it does not implement 3D solid drawing of envelope bones. 2D wire is hence always drawn for now. Some notes: I did not try to implement the 'capsule' approach suggested by @fclem, because: 1. I spent enough time on this already, and finally got something working. 2. I managed to get rid of geometry shader completely. 3. Current approach allows us to use same shader for distance outline and envelope wire. It's working fine, except for one glitch - superpositions of envelope outlines do not work as expected, not sure what's wrong here, tried to disable zbuff, enable GL_BLEND, no luck so far... I think we need our own 'background' drawpass to get them working (also to avoid them drawing over the wire lines).
2017-05-11Eevee: Add tonemapping using ocio.Clément Foucault
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-10DWM: Use Gawain for sculpt drawingCampbell Barton
Currently only uses the simple shader.
2017-05-04Use mesh draw cache for back-buffer selectionCampbell Barton
Vertex/weight paint now work with core profile, resolves T51380.
2017-05-03Weight painting with draw managerLuca Rood
This implements weight rendering with the draw manager, with all drawing options (Shading, wire, face masking, vertex masking). This is part of T51208 Reviewers: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D2654
2017-04-26Add 3D version of dashed line shader.Bastien Montagne
This is actually nearly same code as 2D version, maybe we can deduplicate that later?
2017-04-19Fix alpha overlay for sculpt/paint when using core profileSergey Sharybin
Same fundamental problem as fonts -- there is no longer GL_ALPHA format.
2017-04-10Object Engine: Ported Force Field object drawing.Clément Foucault
2017-04-08OpenGL: drop support for EXT_geometry_shader4Mike Erwin
See gpu_shader.c for the main changes. EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code. Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
2017-04-05Fix rotation manipulators not clippingJulian Eisel
Added new shader for clipping, also cleaned up rotation manipulator drawing code a bit. This code should be replaced by new transform manipulators soon, just keeping this working in the meanwhile.
2017-03-11OpenGL: Convert drawobject.c (cont)Clément Foucault
Particle system (not edit mode)
2017-03-05Clay Engine: More Lamp drawing workClément Foucault
2017-03-05Clay Engine: camera drawingClément Foucault
2017-03-03plug ShaderInterface into GPUShaderMike Erwin
Renamed existing getter/setter that only FX shaders use. We could convert FX code to use the richer new interface or leave it as is. Removed unused GPUShader fields. ShaderInterface tracks the same information.
2017-03-02Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.Clément Foucault
We don't want to clutter gpu_shader.c with engine specific code Added face's center dot Simplified loose vert shader
2017-03-02Edit Mode overlay: fast navigateClément Foucault
2017-03-02Edit Mode overlays: separate multiple shaders for loose edges and vertsClément Foucault
2017-02-28rename built-in point shaders, SMOOTH --> AAMike Erwin
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
2017-02-26Clay Engine: Edit mesh overlaysClément Foucault
Based on the previous overlay shader from merwin. This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers). As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh. This problem can be fixed by a second pass. This is work in progress.
2017-02-24OpenGL: wm_gesture uses new imm modeianwill
D2376 by @ianwill, part of T49043 review by @merwin Box select, circle select, etc. Introducing the dashed-line shader! See D2376 for more info.
2017-02-24OpenGL immediate mode: new shader image shuffle colorClément Foucault
new shader to draw an image with one isolated channel
2017-02-22Clay Engine: Renaming shader.Clément Foucault
2017-02-22Clay Engine: Prepare for Armature drawing.Clément Foucault
- Added runtime display matrices to EditBone and bPoseChannel - Added Object space instance vertex shader and modified the simple lighting shader accordingly
2017-02-17Add diagonal stripe shader (GPU_SHADER_2D_DIAG_STRIPES)Luca Rood
Reviewed By: merwin Differential Revision: https://developer.blender.org/D2512
2017-02-15Clay Engine: drawaxis names drawn with shaders & instanceClément Foucault
2017-02-11GPU shaders / Clay engine : small renaming / cleanupClément Foucault
2017-02-11Clay Engine: converted Empties to the new instancing methodClément Foucault
2017-02-11add builtin GPU_SHADER_KEYFRAME_DIAMONDMike Erwin
Now we can draw keyframe markers as point sprites, with fewer draw calls and state changes. Based on the builtin shader for round points with anti-aliased outline. This one is more pointy.
2017-02-11OpenGL immediate mode: interface_draw.c (cont)Clément Foucault
ui_draw_but_COLORBAND Introduced a new checker shader to be used mostly on transparent areas. OpenGL immediate mode: interface_draw.c (cont) ui_draw_but_UNITVEC Introduced a new shader to be used for simple lighting.
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2017-01-09Fix T49861: Interlace stereo drawingDalai Felinto
This does not address stapling shader in 2.8, though the solution can be similar (own shader, not polutting interlace shader). part of T49043 Reviewers: merwin Differential Revision: https://developer.blender.org/D2440
2016-11-18convert icon_draw_texture to gawain imm mode replacementsMartijn Berger
2016-11-09OpenGL: manage built-in shaders betterMike Erwin
As our library of built-in shaders grows, it's important to create, access, and discard them efficiently. Lookup via GPU_shader_get_builtin is now constant time instead of linear (# of built-in shaders). This is called very often with our new immediate mode. Creation and discard are unified. Adding a new shader requires fewer steps. 365 lines shorter :D
2016-11-08OpenGL: wm_operators.c uses new immediate modeMike Erwin
D2311 by @ianwill This is the radial control that appears when we change the size of a brush in sculpt and vertex and texture painting modes, by pressing "f". Also includes a new built-in shader that can be useful in other places. Part of T49043
2016-11-05OpenGL: edge overlay shadersMike Erwin
As seen at #bcon16. These were produced quickly and probably need further work. SIMPLE variant draws triangle mesh edges. Based on this research: http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/4884/pdf/imm4884.pdf http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf Non-SIMPLE variant can adjust thickness per edge. This can be used to draw only some edges, or accentuate some edges. Given the right inputs this is a general n-gon perimeter shader. Part of T49165
2016-11-02Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2016-10-30Viewport smoke: add support to render the volume using a color ramp.Kévin Dietrich
This is yet another debug option that allows to render an arbitrary simulation field by using a color ramp to inspect its voxel values. Note that when using this, fire rendering is turned off. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
2016-10-25OpenGL: new built-in shaders for mesh edgesMike Erwin
2016-10-21Viewport: create a shader to show depth images linearizedDalai Felinto
2016-10-18OpenGL: new built-in shader for smooth round 3D pointsMike Erwin
2016-10-18OpenGL: tweak image shaders & code that uses themMike Erwin
- rename image shaders to describe exactly what they do - rename inputs to match other built-in shaders - set & use active texture unit - no need to enable/disable textures with GLSL - pull vertex format setup out of loops
2016-10-17OpenGL: new built-in shader for smooth round 3D points w/ outlineMike Erwin
2016-10-15OpenGL: new built-in point shader, clean up other shader namesMike Erwin
Smooth round point with outline (uniform color) and fill (varying color). Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
2016-10-08OpenGL: shaders for smooth round pointsMike Erwin
Solid color with an optional outline. size (diameter) and outlineWidth are in pixels.
2016-10-06OpenGL: another built-in shader for 2D pointsMike Erwin
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR
2016-10-06OpenGL: more built-in GPU_SHADERs for pointsMike Erwin
No new GLSL shaders were needed! Just combined existing vertex & fragment shaders in new ways.
2016-10-02OpenGL: one more point shaderMike Erwin
Added a built-in shader for points that vary both size and color.