Commit Graph

29 Commits

Author SHA1 Message Date
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
Dalai Felinto
e51bf11b15 Remove ViewLayer settings - cleanup 1/2 2018-05-16 23:13:28 +02:00
8ab3697e21 Armature: Add new Transparent Bone overlay option.
This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
2018-05-07 17:00:10 +02:00
e3d30ffb92 Armature: Add back relationship lines. 2018-05-07 00:24:41 +02:00
17370a27a3 Object Mode: Use stipple shader for relationship lines. 2018-05-07 00:24:41 +02:00
c769b1a553 Armature: Add a special Pass for bone axes.
In object mode, the axes are drawn like any other wire objects with
depth test and depth write. Thus enabling MSAA to work but not their xray
behaviour.

In edit armature/pose mode, draw smooth line without depth testing. This
produces wrong draw ordering problem but still gives the desired xray
behaviour. We do it outside of the MSAA pass since the xray behaviour is not
compatible with it. But we are drawing smoothed lines so no need for MSAA.
The lines are 2px thick and improve readability.
2018-05-06 18:42:23 +02:00
1c3f953565 Armature: Put passes in a struct easier to pass around. 2018-05-06 18:36:47 +02:00
01cec3e0c5 Armature: Envelope Bones: Change drawing method.
We now use a more pleasant and efficient way to display enveloppe bones
and their radius.

For this we use a capsule geometry that is displaced (in the vertex shader)
to a signed distance field that represents the bone shape.

The bone distance radius are now drawn in 3D using a "pseudo-fresnel" effect.
This gives a better understanding of what is inside the radius of influence.

When capsules are not needed, we switch to default raytraced points.
The capsules are not distorded by the bone's matrix (same as their actual
influence radius) and are correctly displayed even with complex scaled
parents hierarchy.
2018-05-02 20:49:38 +02:00
18071f4e0e Armature: Draw envelope on non MSAA buffer.
Appart from the performance issue, the MSAA resolve pass is not compatible
with additive passes.
2018-05-02 20:49:38 +02:00
a56561dcd2 DRW: Make use of new multisample resolve pass. 2018-05-02 20:49:38 +02:00
e493a1a1ae DRW: Armature: New bone outline shader.
This fix the issue with the zfighting we were getting at bones edges.

Moreover, this enables us to render arbitrarly large outline with
varying thickness.
2018-05-02 20:49:38 +02:00
b6dbd8723c DRW / Render: Add support for render pipeline in drawmanager.
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.

A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
2018-01-29 22:00:15 +01:00
198c7d3687 DRW : Add new view_update mechanism.
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25 20:14:42 +02:00
00955d8d7a DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.

This adds another Multisample Framebuffer and textures (so even more memory required).

It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.

We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
2017-09-25 20:14:42 +02:00
d31276abd0 Cleanup: long lines 2017-07-14 16:56:02 +10:00
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
8b2640f088 Draw Manager: fix draw-state switching logic
Changing states didn't properly reset between shading groups
causing the GL state to be wrong based on draw order.

States are now only set when changed.
2017-05-03 08:24:50 +10:00
85ca3156fc Cleanup: typedef for empty list
Without this the intent isn't clear.
2017-05-03 05:21:55 +10:00
8f028ec840 Cleanup: rename struct for private engine data
Also remove from pass list (there were some duplicate unused entries).
2017-04-29 16:52:12 +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
4a8aaab0b2 Draw Manager: Use engine type pointer instead of engine name.
Faster search
2017-04-03 21:52:42 +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
fc72a2ff4b Draw module: code style, encapsulate static vars 2017-03-20 15:19:03 +01:00
91837cd5b0 Cleanup: warnings 2017-03-14 18:40:23 +11:00
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
608b96c49b Clay Engine: camera drawing 2017-03-05 18:10:08 +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