Commit Graph

27 Commits

Author SHA1 Message Date
9c1c6d89a1 Draw manager: allow creation of hair batch cache from edit mode 2018-05-09 10:34:45 +02:00
b150c497dc Draw manager: De-duplicate segment counting 2018-05-09 10:34:45 +02:00
5e1445e374 Draw manager: Completely de-duplicate strands caching for parent and particles
Will make it simple to add strands from edit mode as well.
2018-05-09 10:34:45 +02:00
17d13e4107 Draw manager: Move parent particle cache fill into an own function
Should make it fairly simple to make it re-usable by children particles.
2018-05-09 10:34:45 +02:00
81e6aa1600 Draw manager: Use single function to calculate particles UVs
Will allow us to merge two code paths more easily.
2018-05-09 10:34:45 +02:00
ca5c3f767c Draw manager: Move emit_from checks to interpolation functions
Keeps main function shorter.
2018-05-09 10:34:45 +02:00
0868ccae13 Draw manager: Move UVs interpolation of child particles to a function 2018-05-09 10:34:45 +02:00
e3eaca976a Draw manager: De-duplicate calculation of parent UVs 2018-05-09 10:34:45 +02:00
cf043d51c2 Draw manager: Make parent and child particles code to be more equal
Make parent UVs calculation for simple children to match another block.
2018-05-09 10:34:45 +02:00
94553750c7 Draw manager: More meaningful variable name 2018-05-09 10:34:45 +02:00
ecc24242bb Draw manager: Reduce indentation level in particle batch populate 2018-05-09 10:34:45 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
3cfca15b50 DRW: Hair: Use GWN_PRIM_LINE_STRIPS instead of LINES
This means fewer indices to store. That being said, it seems to be a little
slower because of the restart index. But that's in the case we would be
vertex bound, which is mostly never going to happen.
2018-04-10 17:42:45 +02:00
95b9680597 Draw manager: Make particle code drawing closer to old viewport
The way how particle state is to be accessed or used did not change
in Blender 2.8, so the drawing code should follow old design.

This code is somewhat duplicated from drawobject.c, but old draw
code is on the way to be removed anyway.

This fixes issue with disappearing particles when tweaking number
of particles.
2018-03-29 12:31:32 +02:00
f42c6960d2 Draw manager: Cleanup, early output
Do early output and reduce level of indentation.
2018-03-29 10:34:42 +02:00
b5eeec715e Cleanup: remove BLI_blenlib from ghash header
This causes source files to depend on ghash header
for BLI_string/rect/listbase.

Also quiet warnings.
2017-11-14 17:08:34 +11:00
f39d06589e Fix warnings in draw_cache_impl files 2017-06-29 15:46:00 +02:00
cbfdd02f2c Fix typo in Eevee hair UV handling 2017-06-27 11:59:22 +02:00
cbbfacdac0 Hair UV implementation for Eevee
This implements UV support for Eevee hair, enabling the usage of
textures.
2017-06-26 12:17:18 +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
c59abb4c9a Implement hair in eevee
New implementation of hair for Eevee.

Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
2017-06-14 14:04:36 +02:00
9bc88b69d8 Implement particle velocity and acceleration visualization 2017-05-23 18:39:22 +02:00
42804d49b5 Implement particle drawing with draw manager
This still has a couple of issues:
* Instancing is not working when multiple particle systems use the same
primitive. Only the last particle system to be drawn with a particular
primitive shows up.

* Because of colors being passed as uniforms with static variables, the
color of the collection of the last object to be evauluated is used for
all particles being displayed.

Also, note that while this is being drawn in the clay engine, this might
be moved to the object mode later intead.

Part of T51378
2017-05-19 17:23:19 +02:00
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
dc01586b40 Fix crash when particle display is below 100% 2017-05-16 17:42:14 +02:00
392b5b8212 Implement matcaps for hair 2017-05-15 17:27:14 +02:00
0eb32ab228 Implement hair drawing with Draw Manager in Clay engine
Part of T51378
2017-05-12 16:14:55 +02:00