Commit Graph

87 Commits

Author SHA1 Message Date
59f238ba09 Mesh Auto-Smooth Split Normal Support
From D2906 with few changes
2017-10-31 15:15:14 -02:00
adfbf276a1 Cleanup: style, duplicate includes 2017-10-07 15:57:14 +11:00
2f19559258 Cleanup: naming for mesh dirty flags
- NOCHECK -> ALL
- ALL -> MAYBE_ALL

Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
2017-08-22 22:07:25 +10:00
4b6c482d69 DwM: use batch select for vertex paint mode 2017-08-17 07:13:02 +10:00
7c96f613e4 DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.

This resolves a problem where selection was limited
to immediate-mode buffer size.
2017-08-17 06:34:02 +10:00
dbd300ab20 DwM: use gawain ownership flags for mesh drawing 2017-08-16 17:47:58 +10:00
76d0ab9750 Code cleanup: fix various compiler warnings. 2017-08-12 14:08:03 +02:00
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
0a57597aff Temporary fix for crash related to VBO update on shader change
This frees the whole mesh batch cache, instead of only the required
parts, as freeing specific parts of a cache is currently causing
crashes.
2017-07-11 13:03:27 +02:00
45897f12f8 Fix T51931: VBO not updating when UVs are added to shader node tree
UVs need specific data in the VBO, which is not computed unless the
shaders assigned to the mesh actually use UVs. When adding UVs to the
shader, the VBOs were not being recomputed to include the required data.

This adds a DEG relation between the shader and the mesh, and recomputes
the required data if the shader changed.

Thanks Sergey, for all the DEG stuff...
2017-07-10 14:43:57 +02:00
0ef48ad504 One more fix for merged 'normal map tangents not working correctly when there are no UV maps.' 2017-07-04 16:25:49 +03:00
e1482841dd Merge branch 'master' into blender2.8 2017-07-03 19:53:00 +03:00
Dalai Felinto
871325e26f Fix T51963: Eevee: ASAN crash on copy_attrib_name
Bug introduced on f6bb3262f1.

CustomData_get_named_layer returns a different result than
CustomData_get_named_layer_index.
2017-07-03 12:47:00 +02:00
1a6ae0c70e DwM: Use GWN_vertbuf_raw_* access for shading data
Gives approx 14% speedup here.
2017-06-30 18:31:04 +10:00
34e4948682 Fix T51919: Tangents need UV's allocated 2017-06-30 17:48:18 +10:00
f39d06589e Fix warnings in draw_cache_impl files 2017-06-29 15:46:00 +02:00
fd3589e4c9 DwM: optimize mesh batch conversion
- Replace GWN_vertbuf_attr_set with Gwn_VertBufRaw & GWN_vertbuf_raw_step
  to avoid intermediate copy.
- Avoid extra conversion step with: float[3] -> short[3] -> Gwn_PackedNormal.
  We can skip the short[3].

Gives approx 6% speedup here.
2017-06-29 20:11:16 +10:00
2343dcf0d2 Gawain: Use common prefix for packed normal 2017-06-29 18:54:23 +10:00
10c887762a DwM: no need to calculate face normal 2017-06-29 15:52:08 +10:00
abd9d50faa Cleanup: quiet negative shift warning 2017-06-29 15:34:50 +10:00
f6bb3262f1 DwM: add CD_AUTO_FROM_NAME for mesh conversion 2017-06-29 15:23:47 +10:00
4a061a87e6 DwM: mesh data now only creates data thats used
Read from the GPUMaterial to find custom-data layers used for drawing.

This resolves problem where having UV's would always calculate tangents
causing noticeable slow down compared to 2.7x.
2017-06-28 13:44:28 +10:00
fc3d0da2fd DWM: Fix own error checking wrong layer type
Would calculate all tangents for every UV layer.
2017-06-28 11:39:05 +10:00
df70e3de63 DWM: separate tangents from UV conversion
Prepare for different number of UV/Tangent layers.
2017-06-28 09:55:40 +10:00
bafb904807 Fix T51559: Update draw cache when changing flat/smooth shading
This also renames some flags/variables to be more generic for updating
purposes. The call used here was previously only used for updating
paint data, but as it was reused here, flags and variables were renamed
to accomodate more clearly to the new usages.
2017-06-26 14:52:59 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
f8ea2c92db Suppress assert for meshes with no faces 2017-06-02 16:42:39 +10:00
a5783d08f9 Resolve assert in weight paint mode w/ no weights 2017-06-01 13:37:18 +10:00
390648b984 DwM: Show wire only mesh objects 2017-06-01 02:26:24 +10:00
214c42157a Only calc split normals when auto-smooth is enabled
This matches cycles & derived-mesh
2017-05-25 02:31:39 +10:00
154ff1afde Fix/Workaround T51561: Disable split normals 2017-05-25 01:40:15 +10:00
707340edd7 Cleanup: minor de-duplicate from last commit 2017-05-24 22:54:19 +10:00
429f6bee28 Fix T51561: Normal maps fail w/ quad + eevee
Generalize derived-mesh tangent calculation so
it can be used by Batch cache creation too.
2017-05-24 22:39:50 +10:00
3c92e6b8f0 Cleanup: bmesh var naming 2017-05-24 13:33:48 +10:00
c9d890585b DwM: avoid indirect edit-mesh conversion
Storing edit-mesh data as indices for passing
only to get back edit-mesh data.

This also complicated checks for real edges in tessellation tris.

Simpler to pass data directly.
2017-05-24 13:27:11 +10:00
b2dc54ffe5 Stupid mistake in material access optimization 2017-05-23 21:52:18 +10:00
96f7b08aec DwM: optimize material access
- Split BMesh/Mesh loops.
- Loop over faces instead of tris.
- Add out-of-bounds check for material index (rare but can happen).
2017-05-23 18:26:16 +10:00
611779ca96 Cleanup: use more generic naming
Can be used by any user that needs faces split by materials.
2017-05-23 17:48:05 +10:00
f21c235c6f DwM: texture paint support & mask mode
Uses workaround so material slots are used when neither blender-internal
or cycles are enabled.
2017-05-23 17:40:48 +10:00
9efd3a3f63 Cleanup: move custom-data layers into a struct
Changed because the values co-exist with active layers
(Mesh.mloopuv, Mesh.mloopcol).
2017-05-22 17:25:31 +10:00
02cc4d8cec Cleanup: line length 2017-05-22 16:25:27 +10:00
e98652b64f Cleanup: minor edits 2017-05-22 16:21:44 +10:00
68d8618538 Gawain: promote 10_10_10 to first-class vertex format
This format is part of OpenGL 3.3, and one of the reasons for choosing 3.3 over 3.2.

Instead of checking #if USE_10_10_10 just use it wherever needed.
2017-05-21 15:59:34 -04:00
07dd208209 Cleanup: warnings 2017-05-21 09:39:31 +10:00
242a044bd1 GPUMaterial: Add support for tangent node. 2017-05-18 16:05:03 +02:00
c75cde31db Re-use vertex position VBO in weight-paint mode 2017-05-18 14:53:43 +10:00
Dalai Felinto
60cd996c0a Silence warnings in Mac (based on buildbot build report) 2017-05-17 18:13:10 +02:00
c104b7b0b3 DWM: reuse position VBO for vpaint select overlay 2017-05-17 19:21:16 +10:00
a769c4a3a0 Fix weight-painting out of facemask mode w/ hidden faces
Own error in recent commit
2017-05-17 19:08:09 +10:00
fabd55a5e9 DWM: hide hidden verts in weight-paint mode 2017-05-17 18:09:40 +10:00