Commit Graph

82 Commits

Author SHA1 Message Date
c4780ee459 Cleanup: redundant struct qualifier & long lines 2017-04-21 04:40:44 +10:00
f1fb605ec9 GPUFramebuffer: Allow to bind a specific texture mip to framebuffer. 2017-04-18 12:52:29 +02:00
608b711beb Cleanup: explicit names for return arguments and position last 2017-04-15 14:07:57 +10:00
c0a9e388b3 GLSL: rename edit_overlay -> edit_mesh_overlay
Avoid confusion with overlays with non-mesh types
2017-04-13 14:13:46 +10:00
64660b902c Use 'safe' macros for common free operation
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.
2017-04-13 13:37:27 +10:00
0c9a2def8b Draw Engine: remove hard coded limit on array sizes
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 19:51:14 +10:00
cc0c5dbd91 Cleanup: use DRW_cache_mesh prefix w/ mesh objects
Avoid confusion for non mesh types where verts/wire/surface might apply.

Other object types use this convention already.
2017-04-12 18:11:10 +10:00
e78412c905 Cleanup: use const pointer for view access API 2017-04-12 12:10:01 +10:00
95dd478e47 Cleanup: line length
Avoid right-shift
2017-04-12 12:05:11 +10:00
0811d089b4 Draw Manager: Use Texture flag in Framebuffer init. 2017-04-10 12:36:32 +02:00
4a8aaab0b2 Draw Manager: Use engine type pointer instead of engine name.
Faster search
2017-04-03 21:52:42 +02:00
Dalai Felinto
ce3c7e8ff5 Layers: use IDProperty and override collection properties system
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
2017-03-30 17:01:23 +02:00
deda6a43fc Draw Engines: Make g_data struct part of the viewport storage
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27 14:01:47 +02:00
e54d8eeab2 Draw Manager: Make Viewport Data passed by the manager call. 2017-03-27 14:01:47 +02:00
26c140fbc8 Draw Module: Move the Global Ubo block definition to it's own file. 2017-03-22 21:29:23 +01:00
060243a8ae Edit Mode Engine: Remove unecessary matrix. 2017-03-20 15:19:03 +01:00
fc72a2ff4b Draw module: code style, encapsulate static vars 2017-03-20 15:19:03 +01:00
4137f30928 Object Mode: Add stencil test to remove object outlines inside the silouhette.
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
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
3b91989a09 Draw Manager: structural change
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.
2017-03-09 01:30:26 +01:00
ff96f527fd Edit Mode overlay: fix clear color, and possibly a crash. 2017-03-05 18:10:08 +01:00
608b96c49b Clay Engine: camera drawing 2017-03-05 18:10:08 +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
b463cd2ab8 Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
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
aa102283da Edit Mode overlay: Added theme color via UBO. 2017-03-02 01:08:32 +01:00
043c90fdcd Edit Mode overlay: fast navigate 2017-03-02 01:08:32 +01:00
26fc6c71c4 Edit Mode overlays: separate multiple shaders for loose edges and verts 2017-03-02 01:08:32 +01:00
712530eb93 Clay Engine: Edit mesh overlays
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.
2017-02-26 21:12:56 +01:00
Julian Eisel
9c106ff211 Cleanup: Style 2017-02-22 18:54:56 +01:00
cd0d335183 Clay Engine: Started Armature drawing
This should give the overall direction to whom wants to finish it.

- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c
2017-02-22 13:00:15 +01:00