Commit Graph

1974 Commits

Author SHA1 Message Date
242a044bd1 GPUMaterial: Add support for tangent node. 2017-05-18 16:05:03 +02:00
dad10ab118 DwM: Support flat-shaded w/ clay & eevee engines
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18 20:43:53 +10:00
5dd9e17266 DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
23f256b24b DwM: Armature: add solid envelope bone drawing.
Envelope bones are now pretty much identical to old drawing code.

Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
5919919955 DwM: Armature: refine drawing condition of envelope distance outline.
Should match better original 2.7x behavior now.
2017-05-18 12:13:19 +02:00
c75cde31db Re-use vertex position VBO in weight-paint mode 2017-05-18 14:53:43 +10:00
5ec6982a82 Draw Manager: Fix instancing. 2017-05-18 01:50:06 +02:00
Dalai Felinto
60cd996c0a Silence warnings in Mac (based on buildbot build report) 2017-05-17 18:13:10 +02:00
1693d7d887 Fix annoying warning about unused debug var in release builds. 2017-05-17 14:37:30 +02:00
d0ceb1821b DwM: Armature: fix bone distance outline drawing.
This indeed needed its own draw pass, thank to @fclem for the hints!

Also fixes a stupid mistake in bones head/tail coloring.
2017-05-17 14:33:34 +02:00
3c799ba801 DwM: Armature: Add distance outline and wire drawing of envelope bones.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.

Some notes:

I did not try to implement the 'capsule' approach suggested by @fclem, because:
  1. I spent enough time on this already, and finally got something working.
  2. I managed to get rid of geometry shader completely.
  3. Current approach allows us to use same shader for
     distance outline and envelope wire.

It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
2017-05-17 12:34:06 +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
e74177d3b1 Correct own error in copying vertex color to VBO's 2017-05-17 17:14:10 +10:00
3926e3ef68 DWM: correct unselected face overlay 2017-05-17 16:41:21 +10:00
741a4cfc0b DWM: Initial support vert & weight hidden faces 2017-05-17 16:01:18 +10:00
17458c511c Cleanup: quiet warning 2017-05-17 13:38:06 +10:00
b4ec0e8cd5 DWM: use generic header for DRWCall
Avoid alignment mis-match casting between different draw-call types.
2017-05-17 12:58:58 +10:00
5bfeaf6cc1 Cleanup: group VBO attributes in a struct
Some names are a bit arbitrary,
this makes it clear which names are VBO attributes.
2017-05-17 12:36:02 +10:00
3d6361aa9c Cleanup: clarify select terminology
In mesh cache we have select: color, id, bool.
Current naming didn't make this clear.
2017-05-17 11:47:31 +10:00
89483c73fd DWM: write mesh data to the VBO directly
Was using intermediate functions to store each data type.
This is still done in some places (for more involved access).

For basic data: coords, normals, colors..etc this is unnecessarily indirect.
2017-05-17 11:34:42 +10:00
2f6bc53874 DWM: Add obact for convenience
Modes often need to check if the object is the active one.
2017-05-17 11:03:09 +10:00
58a810e640 Draw Manager: Add support for instance Batch.
Idea is to specify a batch as source of vbo instance attrib.
2017-05-16 20:30:17 +02:00
fa76c69627 Draw Manager: support render only mode. 2017-05-16 20:30:17 +02:00
90aff807ab Draw Manager: Texture Memory usage improvement.
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
ddc5896c81 Draw Manager: Improve debug 2017-05-16 20:30:17 +02:00
2e8cb8d836 Draw Manager: Make use of texture reuse. 2017-05-16 20:30:17 +02:00
dc01586b40 Fix crash when particle display is below 100% 2017-05-16 17:42:14 +02:00
a8aebc8dd1 Fix memory leak with mesh cache (w/ select invalidate) 2017-05-16 14:55:29 +10:00
d05d73ae75 Fix memory leak with mesh cache (missed last commit) 2017-05-16 13:06:23 +10:00
5a90542d3d Fix memory leak with mesh cache 2017-05-16 11:45:23 +10:00
77d0aec3d1 Mesh Batch Cache: Use compressed format.
We don't compress UV by default because that would mean restricting them to [0, 1]
Leaving all other code for later settings switch.
2017-05-15 17:55:36 +02:00
392b5b8212 Implement matcaps for hair 2017-05-15 17:27:14 +02:00
e053fade99 Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-15 16:14:18 +02:00
38125d0499 Mesh Batch Cache: Define Compressed format for shading data.
Deactivated by default.
All shading attribs can be packed to take less VRAM at the cost of precision (not noticable in this case).
UVs can be packed into I16 but that limits their positions into the [-1, +1] range.

This could be a setting option in the future.
2017-05-15 16:14:17 +02:00
f83a244749 Mesh Batch Cache: Optimization, make use of gawain attrib aliases. 2017-05-15 16:14:17 +02:00
5a377521aa Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update. 2017-05-15 16:14:17 +02:00
7d12d8956d Sculpt: Move sculpt drawing to engines.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
 - Shaded meshes don't have correct tangents or uvs.
 - Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
 - It only uses the first material slot of the mesh.
2017-05-12 17:54:14 +02:00
c986b07e4d Draw Manager: Fix crash when saving file. 2017-05-12 16:31:12 +02:00
0eb32ab228 Implement hair drawing with Draw Manager in Clay engine
Part of T51378
2017-05-12 16:14:55 +02:00
20881a7794 Some minor cleanup. 2017-05-12 11:57:15 +02:00
3394f7c74b Fix again DwM bbones drawing.
Stupid mistake in rB6824ee0595c9dd7d1c18864f2 fix, again reported by
@campbellbarton, thanks.
2017-05-12 11:56:26 +02:00
3fbafaffa1 Eevee: Add tonemapping using ocio.
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11 16:29:35 +02:00
5ae58f8ab8 DWM: Use draw manager for sculpt PBVH drawing
Add a shader-group type to draw
generated geometry by running a callback.
2017-05-11 21:27:33 +10:00
0ffb19ca64 Revert "DWM: remove redundant state reset"
Enable this for now, needs some investigation.
2017-05-11 18:56:41 +10:00
3465f80319 DWM: remove redundant state reset 2017-05-11 08:36:17 +10:00
da8b34e527 Eevee: Fix some issues
Fix issue with manipulator contributing to depth.
Fix blender internal shader.
2017-05-10 16:03:25 +02:00
0722e41f9e DWM: Use Gawain for sculpt drawing
Currently only uses the simple shader.
2017-05-10 20:35:51 +10:00
965571cca7 Draw Manager: Handle negative scaled meshes. 2017-05-10 00:47:27 +02:00