Commit Graph

169 Commits

Author SHA1 Message Date
6b433f4eb3 Merge branch 'master' into blender2.8 2018-09-19 18:20:50 +02:00
b2d82d096a Fix T56706: Lattice crash when enter in edit mode 2018-09-06 15:00:44 +02:00
41997d171b Edit Mesh: Add back the option to not highlight selected faces/edges
Do note that we force showing the face dot if we are in face select mode
but faces and edges overlays are disable to not loose the selected faces
entirely.
2018-09-05 19:00:13 +02:00
457df4fa9b Edit Mesh: Add support for draw option parameters
The visuals was already implemented but we could not toggle them off.
2018-09-05 19:00:13 +02:00
c05b9bbcc0 Fix T56692: The edges are not highlighted in Mark Freestyle Edge
This was not ported yet.
2018-09-05 19:00:12 +02:00
30ae0ce0e1 Xray: Add possibility to select wires in priority before surfaces
If no wires were found, try to select surfaces in a second loop.
2018-09-04 17:15:00 +02:00
7dd24ba6e8 3D View: use thicker edges when in edge-mode
Without this there is no visual differentiation between face/edge mode.
2018-08-30 15:54:23 +10:00
46fc3f39c5 Weight Paint: use black for unselected vertices
Contrast for selected vertices mode wasn't very strong.
2018-08-29 12:22:33 +10:00
0ba3a1a686 Sculpt: Optimize Mask Overlay drawing
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.

This should fix T56466
2018-08-24 16:46:59 +02:00
fb7fc3be19 Wireframe: Add support for sculpt mode
Now wireframe does update in sculpt mode using the sculpt mesh VBOs.

The only thing that does not work is simplified wireframe (the wireframe
slider) when the mesh is shaded flat. In this case all edges are shown.
2018-08-23 22:29:45 +02:00
745123024d 3D Grid: Fix axes color blending 2018-08-23 13:56:39 +02:00
55f122264c 3D Grid: Fix grid passing through objects too much
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
2018-08-23 13:56:39 +02:00
fdce78c936 Armature: Fix outline jitter in orthographic mode 2018-08-22 13:51:03 +02:00
47d43c5a00 Bone Display: fix flickering issue with BBones in ortho view 2018-08-20 15:47:22 +02:00
435f308eed Object Mode: Use same empty (arrow) drawing as the bone axes display 2018-08-17 13:04:26 +02:00
a01dec2d9c Cleanup: Remove unused uniform and UBO. 2018-08-16 23:58:24 +02:00
c761153f64 Overlays: Support for wireframes and edit mode overlay on xray objects 2018-08-16 23:57:59 +02:00
04067a54c0 GPUShader: Fix previous "old Nvidia" fix commit
Note to myself, next time, better check the fix before pushing it.

GL_ARB_texture_gather is defined if there is support for the extension
not only when the extension is enabled. Do this check ourself with
GPU_ARB_texture_gather define.

Original fix 822de6e9e1
2018-08-13 23:09:48 +02:00
53ed270523 Fix T56298: Rendering glitch when bones are in stick mode in ortho view 2018-08-13 23:01:18 +02:00
6c6ecdd230 Armature: Fix bone always transparent when enabling MSAA 2018-07-30 14:18:55 +02:00
7a693626d6 Smoke: Port display to Workbench + object mode
This does not fix the smokesim. It only port the drawing method.

The Object mode engine is in charge of rendering the velocity debugging.

Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
  volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
2018-07-16 20:08:09 +02:00
97f90d48a0 Object Mode: Change Lightprobe display. 2018-07-10 15:31:34 +02:00
08ae597d63 Cleanup: flag checks 2018-07-05 22:56:18 +02:00
69e512243c Cleanup: Remove unused variable 2018-07-03 15:39:32 +02:00
14b0510d21 Edit Mesh Overlay: Fix floating point instability artifacts
This was visible when vertices were very close to the near clip plane.
2018-07-03 15:39:31 +02:00
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
a3cb9c8238 Wireframe Overlay: Add back the per edge hiding
This method is a bit more optimized than the very first one
because it does not rely on the adjacent faces properties.

That said it's still a bit slower than the per vertex method.
2018-06-24 00:01:02 +02:00
f3501a00e2 PaintMode: Full Shading Boolean => Slider
There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:

- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
2018-06-22 10:43:03 +02:00
ce0a87a208 Revert: EditMode Inactive edge drawing
Did it manually as there was some refactoring done that has value
2018-06-19 14:32:52 +02:00
529669fde7 Edit Mesh: tweak active face edge width
This rewinds a change from own commit e3d88b021c
The only took edge overlay into account (crease, seam.. etc)
Currently active-face also uses this width.

While the difference is subtle,
this makes the active-face stand out more clearly.
2018-06-17 12:31:01 +02:00
ab20901c9e Cleanup: codestyle 2018-06-17 12:03:22 +02:00
ce80e00a7c Edit Mesh: Simplify the overlay shader.
Remove all the clip cases and just pass the vertices screen position to the
fragment shader.

This does put a bit more pressure on the fragment shader but it seems to be
faster than before. And it simplify the code a lot.

It seems to fix some long standing issue on some intel GPU.
2018-06-16 15:49:16 +02:00
d45d094378 Edit Mode: Fix bad display of edges when limit selection mode is Off. 2018-06-16 15:49:16 +02:00
e3d88b021c Edit Mesh: tweak vertex size & edge width
- Vertex size now matches the theme setting.
- Edge width is closer to a single pixel line.
- Face dot was scaled up to be drawn as a circle,
  but is currently a square.
2018-06-15 20:11:35 +02:00
e552247489 MeshEditMode: refactor
- added a lib for shaded functions
- decreased active face inner size
2018-06-15 15:37:13 +02:00
7afa59e37a Edit Mesh: Fix blending function of edges
This fix the ugly (usually) dark outline that was around selected edges.
2018-06-14 21:45:16 +02:00
277d901274 T55456 EditMeshMode
- see the face selection color when face is active
- test different masks for active face, finally chosen for no mask at
all.
2018-06-14 14:18:52 +02:00
b8015ece51 Revert "T55456: EditDrawMode"
This reverts commit da6ed54569.
2018-06-13 16:34:20 +02:00
da6ed54569 T55456: EditDrawMode
- removed the dithering from the active face
2018-06-13 14:21:38 +02:00
23c24cead5 T55456: EditMode Drawing
- Hide facedots, except when in V3D_ZBUF_SELECT mode
`use_occluded_geometry`
- Different theme (wire_inactive) when not in edge selection mode
2018-06-13 12:38:53 +02:00
1f1ca74476 Outlines: Make Xray outlines 2px thick instead of 3px 2018-06-11 18:04:00 +02:00
542462d35c Workbench: Xray: Add selected/active non-occluded outlines
This Fix the problem when multiple objects are selected and one of them
occlude the others. You cannot see clearly what is selected.

With this option, selection is more clear when Xray mode is enabled.
2018-06-10 20:06:26 +02:00
00233f5f78 Wireframe: Fix edges or non manifold meshes not showing.
This will show the associated edges to the vertices but that's the only
workaround I can think of right now.
2018-06-07 18:01:36 +02:00
f9ca750bdf Wireframe: Change / Optimize the limited wireframe visibility option.
This make the limited wireframe not a performance problem anymore.

However, this does change the number of edges displayed as the threshold
is now computed per vertex instead of per edges.

For this reason we extended (internaly) the range of the slider so that the
users can hide more edge.
2018-06-07 18:01:36 +02:00
c63f804222 Armature: Fix flickering outline on planar custom bones. 2018-06-07 13:38:17 +02:00
d5ce40a5ed Wireframe: Add slider to hide edges from coplanar faces
The default behaviour is to show the same amount of edges as 2.7.
The slider makes it possible to show all edges or even less.
2018-06-05 19:35:36 +02:00
570804882d Wireframe: Lower line thickness and front color blending. 2018-06-04 16:04:18 +02:00
25ff7a4f2a DRW: Hair: Add additionnal subdivision smoothing support.
Only use catmull-rom interpolation for now. It's smoother and does not
exhibit artifacts.
2018-06-03 16:45:03 +02:00
d0f7ab27a8 Wireframe: Optimization for intel GPUs.
Intel GPU take more advantage of the geometry shader than other vendors.

Using a simple geom shader approach in this case is more performant.
2018-06-03 15:26:37 +02:00
4430bd3644 Eevee: CodeStyle: Fix naming and confusion about the hairs vectors. 2018-06-02 21:16:40 +02:00