cdba73c8fa
Draw Manager: curve support
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Draws the curve centerline and editmode verts/handles.
Handle theme colors, and normal display still need adding.
2017-04-20 00:38:44 +10:00
76ecbd38f2
Edit Mode Engine: Fix shader compilation on AMD. Also fix Bweight display.
2017-04-19 11:09:07 +02:00
02273441dc
Draw Manager: lattice editmode drawing
2017-04-14 04:34:12 +10:00
c0a9e388b3
GLSL: rename edit_overlay -> edit_mesh_overlay
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Avoid confusion with overlays with non-mesh types
2017-04-13 14:13:46 +10:00
e8ddd258ef
Correct own error in adding colors
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Make comment regarding GLSL more clear.
2017-04-12 00:56:19 +10:00
016790b3b0
Object Engine: Fix Selected Group Objects color.
2017-04-10 22:23:50 +02:00
928f5df1b4
Cleanup: glsl indentation
2017-04-09 16:36:39 +10:00
ccaa21df6d
Infinite Grid: View angle fade
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and show Z axis in special persp views
2017-04-03 21:52:42 +02:00
21d0f71963
New Outline: Fix ATI compile error.
2017-03-28 00:05:41 +02:00
6435983876
New Outline: make it countour the screen.
2017-03-27 16:36:13 +02:00
0396a15cbb
New Outlines: fix upper edge
2017-03-27 14:09:55 +02:00
b33693cb44
New Grid: small modification
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Fix wrong coord picked when display only one axis.
Small optimizations here and there.
2017-03-27 14:01:47 +02:00
0495e689e6
New Grid : Feature parity with old grid.
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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 19:11:01 +01:00
d2c94c7873
New Grid: Fix depth fighting and remove some unused variables.
2017-03-25 19:11:01 +01:00
8abc315a23
Object Mode Engine: New grid drawing.
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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 21:29:23 +01:00
26c140fbc8
Draw Module: Move the Global Ubo block definition to it's own file.
2017-03-22 21:29:23 +01:00
4e92ed87ac
Object Mode Outline: Changed algorithm a bit.
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First pass find outline pixel.
Second pass expand it by 1px in each direction.
Subsequent passes fade the occluded outlines inward.
2017-03-22 02:17:16 +01:00
7870bde275
Object Outline: trying something new
2017-03-21 19:29:58 +01:00
9ca0e08236
Object Mode Engine: New outline method.
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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 15:19:03 +01:00
4137f30928
Object Mode: Add stencil test to remove object outlines inside the silouhette.
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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 01:56:34 +01:00
cddde85f2c
Fix shader compilation.
2017-03-18 01:56:34 +01:00
8cad48df28
Draw Manager: Created a general fullscreen shader.
2017-03-18 01:56:34 +01:00
49ef1a25b8
Edit Mesh overlay: Ported Display Normals option
2017-03-09 01:30:26 +01:00
4b31f1e591
Edit Mesh overlay: remove sizeNormal from ubo.
2017-03-09 01:30:26 +01:00
dc9a7f861f
Edit Mode overlay: Optimisation
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Don't generate more verts than we need if we don't render vertex.
Getting a big boost from 12fps to 20fps on my test scene
2017-03-06 04:07:54 +01:00
0c5b197447
Edit Mesh overlay: remove one extra buffer.
2017-03-03 13:51:59 +01:00
85945849a9
Edit Mode overlay: backwire "ghost wireframe" with variable intensity
2017-03-03 02:53:16 +01:00
561d11c5e6
Edit Mesh overlay: pack normals with face centers.
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Needed for face normals.
2017-03-02 15:03:40 +01:00
b463cd2ab8
Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
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We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
2017-03-02 01:08:32 +01:00