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2017-05-16GPUViewport: Add a Texture Pool to reuse textures across engines.Clément Foucault
2017-05-04Draw Manager: Implement render info for external enginesDalai Felinto
This can be used by any engine actually. For example to give feedback regarding probe caching in Eevee, .... Unline master, we try to conciliate both the original viewport info (FPS, view name) and the render info. Note: I had to split the function in two because the camera alpha passepartout is handled inside the view3d_draw_region_info function. Review: Campbell Barton and Clement Foucault. Thanks to Sergey Sharybin and Pablo Vazquez for some of the design discussions.
2017-05-02Draw Manager: OpenGL render supportCampbell Barton
Works for clay-engine but doesn't draw objects with eevee.
2017-04-27Draw Manager: basic text overlay supportCampbell Barton
2017-04-25Draw Manager: support for selection using enginesCampbell Barton
Needed to remove old draw code entirely. Object mode selection support, pose and armature still need to be added. Enabled when 'use_modern_viewport' is 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.
2017-04-10Eevee: First Shadows implementationClément Foucault
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported. Support Projection Shadow Map for sun like in old BI/BGE. Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware. Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-03Draw Manager: Use engine type pointer instead of engine name.Clément Foucault
Faster search
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: New debug timersClément Foucault
Both CPU time and GPU time are printed to spot bottlenecks. GPU Timers works only if cache is enabled.
2017-03-18Eevee: Initial commitClément Foucault
Basic support for lamps. Only diffuse.
2017-03-09Draw Manager: structural changeClément Foucault
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others. Also separated draw_mode_pass.c into the mode engines.
2017-02-17Clay Engine: Separate mode drawing to different files/engines.Clément Foucault
2017-02-09Clay Engine: support for overrides (not working yet)Clément Foucault
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)
2017-01-10Fix warnings (mostly unused arguments)Dalai Felinto
2016-10-21Viewport: use depth shader to debug the depthDalai Felinto
At the moment this already shows that the depth is the same after the solid plates and in the very end of drawing, while they should be different. Later on we can adapt this to show different buffers we want to debug. I am using near=0.1, far=2.0 for my tests. I decided not to make a doversion for near/far because this is for debugging only
2016-10-13viewport: barebones to handle viewport compositing in gpu_viewport.cDalai Felinto