Commit Graph

1974 Commits

Author SHA1 Message Date
a131514d0f Edit Mesh: Fix some problem with new implementation
- Add manual depth offset to vertices and edges.
- Revert to plain edge decoration.
- Fix active edge coloring.
- Remove active face display if not in face selection mode.
- Add wide line support.
2019-02-05 15:02:15 +01:00
86193d25db Edit Mesh: Refactor Edit cage drawing to use old style drawing
This is work in progress. Look is not final.

This align data VBO data structure used for edti cage drawing to the one
use for normal drawing.

We no longer use barycentric coords to draw the lines an just rasterize
line primitives for edge drawing. This is a bit slower than using the
previous fast method but faster than the "correct" (edge artifact free)
method. This also make the code way simpler.

This also makes it possible to reuse possible and normal vbos used for
shading if the edit cage matches the

This also touches the UV batch code to share as much render data as
possible. The code also prepare for edit cage "modified" drawing cage (with
modifier applied) but is not enabled since selection and operators does not
work with modified cage yet.
2019-02-05 15:02:15 +01:00
744f633986 Cleanup: trailing commas
Needed for clan-format not to wrap onto one line.
2019-02-03 14:59:11 +11:00
afcbf7cf13 Cleanup: use G_FLAG_*/G_FILE_* for G.f/fileflags
Was confusing eg: G_AUTOPACK belonged to G.fileflags, G_PICKSEL to G.f.
2019-02-02 13:49:13 +11:00
9a63fa21eb Color management: change view transform for color pickers and display modes.
* Use simple default view transform for color pickers, as Filmic does not work
  well for all types of colors. We better handle this with an option and tagging
  of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
  and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
  settings like exposure are only taken into account if scene lighting is used,
  since these are often dependent on scene light intensity.

Fixes T61022, T57649, T59363.
2019-02-01 20:56:42 +01:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
da1da3053d Cleanup: add trailing commas
Improve clang-format output.
2019-01-31 08:30:45 +11:00
851d58b34f DRW: support clipping for all lamp types 2019-01-29 20:27:28 +11:00
68cab3aff6 Cleanup: replace attrib w/ attr
Also rename GPUVertexAttribs to GPUVertAttrLayers,
avoids confusion with GPUVertAttr which isn't closely related.
2019-01-29 08:32:25 +11:00
9bc43223c1 DRW: support clipping for object & lamp centers 2019-01-29 00:27:43 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
f20dbc293f Cleanup: blank lines over doxy headers 2019-01-26 21:43:24 +11:00
1e4aab36c2 Cleanup: remove redundant BKE/BLI/BIF headers 2019-01-26 21:20:25 +11:00
19b5f5493c Cleanup: draw manager headers 2019-01-26 20:08:52 +11:00
b8467273b8 Cleanup: redundant defines
Comment or remove unused defines.
2019-01-26 19:15:30 +11:00
edd34c924b Cleanup: wrapper for built-in shader access 2019-01-26 16:39:05 +11:00
77b66a9666 DRW: support clipping for empty object 2019-01-26 15:49:14 +11:00
e72fa714a8 Cleanup: remove duplicated shaders that only added clipping checks
Originally I wanted to avoid adding draw manager specific ifdef's all
over generic shaders however this isn't needed in so many places.

Also there are shaders that are only used by the draw manager so
duplicating them only to have the original unused doesn't make sense.
2019-01-25 08:01:07 +11:00
6d8394d38b DRW: support clipping for camera objects 2019-01-25 07:13:02 +11:00
a4fe338dd8 Cleanup: add missing braces to draw manager 2019-01-25 07:12:13 +11:00
bc32240105 Fix T60810: crash editing mesh with subdivision modifier
typo in rBdc7e49298940

Reviewers: fclem

Maniphest Tasks: T60810

Differential Revision: https://developer.blender.org/D4244
2019-01-24 14:36:01 +01:00
cd8a342d7c Cleanup: fix compiler warnings. 2019-01-24 07:41:36 +01:00
11428e0b7f DRW: use clipping for depth buffer
Object selection now supports clipping.
2019-01-24 17:12:06 +11:00
d8a082f914 Correct doxy file 2019-01-24 16:19:45 +11:00
04d18b117c DRW: API for own versions of builtin GPU shaders
DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.

Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
2019-01-24 16:14:00 +11:00
ddc278da24 Cleanup: comments above struct members, shader group assignments
Avoid using pointer to pointer when building shader groups.
2019-01-23 23:59:40 +11:00
48eed058b1 3D View: draw clipping region
Only for workbench solid/wire modes.
2019-01-23 23:37:25 +11:00
2e4f1b592f Cleanup: use eGPU prefix for GPU enum types 2019-01-23 14:16:03 +11:00
14d947dcad DRW: generalize selecting between regular/clipped shaders
Each engine was doing this on its own.
Move to DRWContextState, use an enum.
2019-01-23 13:34:55 +11:00
dc3b5024be Cleanup: add BEGIN/END to GPL headers 2019-01-23 11:32:43 +11:00
4c24782ccf DRW: only show hidden geometry when selection is used
Matches 2.7x behavior.
2019-01-23 08:46:26 +11:00
7f40d553f9 Cleanp: use single global for draw manager
Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.

Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
2019-01-22 12:09:27 +11:00
c7768bcf4b Cleanup: use const args 2019-01-22 12:09:12 +11:00
7c0f925c59 DRW: Add DRW_shader_create_from_arrays utility
While verbose, this is a more flexible way to construct shaders.

Libs & defines can be optionally included for each shader type
which was previously done with inline string creation.
2019-01-22 10:38:28 +11:00
14b5668c60 DRW: Fix corner indices order in clipping plane setup
Fix T60667: Eevee: reflection plane bug in rendered view.
2019-01-21 15:21:17 +01:00
9bc47ed0f6 Fix clipping shaders with some AMD/Intel drivers
Caused:
    error: unsized array index must be constant

Use hard coded number of clipping planes, copying the 4th to 5 & 6
when only 4 are used.
2019-01-21 23:55:53 +11:00
78d2abd9c1 DRW: Support wire overlay clipping 2019-01-21 19:08:42 +11:00
ff10ba8c26 Cleanup: rename terms count/num to len 2019-01-21 11:24:19 +11:00
d5b4d71ee7 DRW: Increase frustum culling precision
Use normal_quad_v3 instead of normal_tri_v3 and compute the mean of all
corner distance during frustum plane extraction.

Fix T58243 Flickering of viewport when rotating and zooming
2019-01-18 10:23:05 +01:00
a7b8538f4c DRW: Fix assert when using draw debug API 2019-01-18 09:58:04 +01:00
844cda8f22 DRW: Make missing uniform debuging print only once 2019-01-17 19:48:00 +01:00
e3b3b32076 DRW: Use name buffer to request uniform location before drawing.
This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
2019-01-17 19:48:00 +01:00
dc7e492989 Fix T60545: Buffer overflow in selection batch creation
Use loose_edges and loose_verts buffer instead of detecting them manually.
2019-01-17 19:48:00 +01:00
9d8445d6a9 Cleanup: de-duplicate loose vert/edge checks 2019-01-17 13:20:44 +11:00
76fdd33df2 Fix T60578: Crash selecting after hiding vertices 2019-01-17 13:05:45 +11:00
2d98dce7ee Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLI
Matches `BASE_FROM_SET`.
2019-01-15 23:30:31 +11:00
dde4375d5c Fix T60504: Armature wire draw type hidden when unselected 2019-01-15 14:02:13 +11:00
ee0c2e9b87 Edit Mesh: Improve selected double vertices visibility
The issue is that the edge fix geometry goes on top of the actual drawn
points.

This commit reduce the edge fix size to the strict minimum but does not
get rid of it.

Related to T60139
2019-01-14 23:43:17 +01:00
21fedfbca0 Fix T59482: Creating 2 Particle systems breaks the app 2019-01-14 23:43:17 +01:00
6f9e3e9d33 Fix T60476 Loose vertices only partially drawn
Was caused by a missing vbo attachement.

Also fix said Vbo refreshing when selecting.
2019-01-14 18:33:07 +01:00