Commit Graph

1648 Commits

Author SHA1 Message Date
Dalai Felinto
129355c80a Multiline support for ED_region_info_draw
Many thanks for Campbell Barton for the help here and the idea to
implement the multi-line as a new function with array as arguments.
2017-05-04 22:24:38 +02:00
6f5307e74d Draw Manager: Add a memory stats to debug view.
Adds 2 static unsigned int to Gawain and GPUTexture to roughly keep track of the memory stats on the GPU.

Stats can be view at the bottom of the GPU stats with debug value > 20.
2017-05-04 21:26:54 +02:00
4bd2429f35 Use mesh draw cache for back-buffer selection
Vertex/weight paint now work with core profile, resolves T51380.
2017-05-05 05:17:31 +10:00
9869436b89 Cleanup: use doxy categories 2017-05-05 05:07:52 +10:00
c6800dd65b Missed last commit 2017-05-05 05:06:57 +10:00
83d43a0e0b Cleanup: de-duplicate mesh data calculation 2017-05-05 04:56:28 +10:00
3103b819aa Vertex paint with draw manager
Reviewers: fclem

Subscribers: campbellbarton, dfelinto

Differential Revision: https://developer.blender.org/D2658
2017-05-04 20:05:59 +02:00
Dalai Felinto
b5b9b2d04d Draw Manager: Combine multiple engines info texts
This join them with \n separators.(right now they clash on top of each
other).

Note: We still need to change "ED_region_info_draw" to accept multi-line strings.
2017-05-04 19:38:16 +02:00
5b70283717 Draw Manager: Fix debugging output. 2017-05-04 19:38:03 +02:00
4ef0513aab Eevee: Draw background shader.
Also fixes some remaining errors caused by some matrices not updated.
2017-05-04 17:42:22 +02:00
5601a62179 Eevee: Simple Camera Motion Blur.
Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable.
No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction.
Only available in camera view.
Only Camera animation is supported, does not take into account the parents motion
2017-05-04 17:42:22 +02:00
Dalai Felinto
a3d8ef059c Draw Manager: Implement render info for external engines
This can be used by any engine actually. For example to give feedback
regarding probe caching in Eevee, ....

Unline master, we try to conciliate both the original viewport info
(FPS, view name) and the render info.

Note: I had to split the function in two because the camera alpha
passepartout is handled inside the view3d_draw_region_info function.

Review: Campbell Barton and Clement Foucault.

Thanks to Sergey Sharybin and Pablo Vazquez for some of the design
discussions.
2017-05-04 16:59:58 +02:00
6ea45da05c Cleanup: rename ct -> len
Also use 'defgroup' instead of 'index' for passing weight arg.
2017-05-04 23:37:03 +10:00
8c2b98ffa5 Cleanup: line length 2017-05-04 03:35:01 +10:00
d96171ab53 Correct struct type (harmless) 2017-05-04 03:17:05 +10:00
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
Dalai Felinto
673e6fc535 Draw Manager: Bring pose bones to the pose engine
Note: We should test if the armature is the "armature modifier" parent of the
object.

If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature
2017-05-03 18:06:47 +02:00
3bf31c6d23 Move pose-bone colors into draw_data
Also only allocate necessary number of bone segments.
2017-05-04 01:32:16 +10:00
1f16703792 Error in last commit 2017-05-04 00:43:54 +10:00
827818d37d Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data.
More generic name, this remains a temp solution anyway, until we have
proper handling of temp data from 'magic DEG'! ;)
2017-05-03 16:18:03 +02:00
6824ee0595 Fix bad scaling of BBone single-segment bones in new Armature drawing code.
Reported by @campbellbarton over irc, thanks.
2017-05-03 16:18:03 +02:00
3c91fbf6be Draw Manager: Use color-sets for solid pose-bones 2017-05-04 00:16:31 +10:00
e0722a2c07 Draw Manager: use pose bone theme and constraint colors 2017-05-04 00:01:10 +10:00
a2a436bba3 Update comment 2017-05-03 22:03:48 +10:00
Dalai Felinto
5f38a4a238 Draw Manager: Enable Pose engine as part of the weight paint mode
We still need to bring pose bone drawing for the pose engine.

Note: In the future, once we get face-widget selection, we will need to
make sure the pose engien only draws then if "weight paint mode" is not
enabled too.
2017-05-03 12:41:58 +02:00
54bde82445 Draw Manager: Introduce a foreach function for all shgroups in a pass. 2017-05-03 12:08:55 +02:00
bde4499496 Fix draw manager w/ cycles
8b2640f08 introduced the error,
caused by external-engine needing depth mask to be disabled,
which happened to be the case before changing state changing logic.
2017-05-03 20:12:31 +10:00
d116932f3a Add BBone and Wire Armature draw types to DrawManager.
Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...

Addresses T51365 and T51362.
2017-05-03 08:37:24 +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
1b6c21c03b Workaround external engines with OpenGL rendering
For now just do the OpenGL render and don't render using the engine.
This is a slightly odd-use case since it makes more sense to do a regular render.
2017-05-03 05:06:13 +10:00
075638f85c Cleanup: consistent arg order 2017-05-03 03:06:37 +10:00
3f567535da Draw Manager: OpenGL render support
Works for clay-engine but doesn't draw objects with eevee.
2017-05-03 02:52:39 +10:00
2b0f02057f Draw Manager: split DRW_draw_view into 2 functions
Needed for offscreen render
2017-05-03 00:45:10 +10:00
47239b4041 Cleanup: use depsgraph for scene/layer access 2017-05-03 00:14:54 +10:00
Dalai Felinto
8c660c7801 Cycles integration with Draw Manager
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
2017-05-02 15:13:50 +02:00
62ea911e1a GPUMaterial: Making material node tree compatible with new drawmanager.
- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
2017-05-01 18:11:21 +02:00
19f86a3d5f Mesh Batch Cache: Add support for uv/vcol/tangent data layers.
This is a bad implementation waiting for some improvement that are :
- Gawain support for multiple names. -> will remove duplication of attribute alloc
- Glsl safe name string escaping. -> will remove any risk of hash colision.

Old glsl drawing was relying on attribute being choosen by DerivedMesh at drawing time.
For this reason, we declare all possible attrib "name" for each data layer inside the batches.
In the glsl code, we declare required data by type and name.
Then Gawain only bind vbos if names correspond.
This is way cleaner as we do not need to access the CD itself when drawing.

One other problem is that the hash maybe 11 caracters long and rapidly overload gawain's attrib name buffer.
2017-05-01 18:11:21 +02:00
e868b459bb Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
2017-05-01 18:11:21 +02:00
Dalai Felinto
6ef497d401 WITH_CLAY_ENGINE: Should be used for CLAY only, not drawmanager 2017-05-01 15:44:50 +02:00
8f5f4241c0 Cleanup: comment blocks 2017-04-30 03:14:57 +10:00
Dalai Felinto
e702b391ed Draw manager: Style cleanups 2017-04-29 00:54:11 +02:00
b2178472e9 Disable custom armature colors 2017-04-29 04:26:31 +10:00
886966aa38 Correct comment, we need wire_outline data in this case 2017-04-28 23:04:29 +10:00
0e94d91048 Draw Manager: pose-mode custom bone display 2017-04-28 22:31:58 +10:00
226b6e60b9 Fix draw manager draw-modes interfering with eachother 2017-04-28 05:22:30 +10:00
a680bcd13b Draw Manager: basic text overlay support 2017-04-28 04:54:04 +10:00
21d31f8f58 3D widgets were obscured by view geometry 2017-04-27 19:43:27 +10:00
acec2a92ef Pose-mode drawing used alpha where it shouldn't 2017-04-27 19:31:19 +10:00
f4c548ce2b Use pose-mode colors for pose-bone drawing
Also move static vars into structs
2017-04-27 18:17:47 +10:00