Commit Graph

354 Commits

Author SHA1 Message Date
b68b26c265 Attempt to fix GLSL errors on Blender startup.
I couldn't reproduce either, but calling min() with different argument
data types and indexing vectors with an index not known at compile time
seem likely to cause problems.

Ref T52404, T52404.
2017-08-15 18:52:25 +02:00
2ba11d72a2 Object Mode Engine: Optimize outline passes.
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity)

Could optimize further with textureGather (require OpenGL 4.0).
2017-08-10 15:43:48 +02:00
4e28d88ece Fix T51724: Blender 2.80 EEVEE, Cycles, Clay Black Wall Graphical Glitch 2017-07-21 12:08:25 +02:00
4e1257f2d8 Make particle size follow world space instead of screen space 2017-06-06 09:57:18 +02:00
932399612b 3D grid: Fix precision issue 2/2
We now floor the corner position and use this position as origin.
This gives us perfect derivatives in all cases even if very far from the origin.
Unfortunately this won't fix the low precision of coordinates used for computing the actual grid size, resulting in thick, non-smoothed lines.

Also did a bit of refactor how the axes are drawn.
2017-05-29 15:52:27 +02:00
e104d82376 Object Mode Engine: Fixing the 3D grid 1/2
Do not use the inverse perspective matrix inside the shader to recover world positions.
That leads to severe float imprecision leading to nasty artifacts.

Instead we compute the world view vector for each pixels and do a ray to plane intersection.
We are still getting low precision derivatives when going far away from the origin, and thus artifacts.

This commit also fixes the non-appearing negative Z axis in 3D view.
2017-05-29 15:52:27 +02:00
eef92770a1 Optimize particle primitive shader 2017-05-23 18:39:22 +02:00
9bc88b69d8 Implement particle velocity and acceleration visualization 2017-05-23 18:39:22 +02:00
6f063bdb1c Use pointers to actual data for particle uniforms
This makes particle color uniforms point directly to material color, and
particle size uniforms point directly to ParticleSettings size.
2017-05-23 14:37:01 +02:00
340e4394d4 Use custom shader for dot particles 2017-05-23 14:25:12 +02:00
b5426b50fb Rename/move particle shaders 2017-05-23 14:20:10 +02:00
b30cefa650 Revert "Implement UBOs for particles"
This reverts commit 845732652f.
2017-05-23 13:52:50 +02:00
f21c235c6f DwM: texture paint support & mask mode
Uses workaround so material slots are used when neither blender-internal
or cycles are enabled.
2017-05-23 17:40:48 +10:00
845732652f Implement UBOs for particles
This fixes the issue where all particles were drawn with the colors and
size of the last psys to be drawn.
2017-05-22 16:42:08 +02:00
8e3cefd0d5 DwM: Object mode empty-image support 2017-05-20 23:17:50 +10:00
996bf65730 Clay/Eevee: fix more crash when entering edit mode
Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel.

Follow-up to 941e739d70
2017-05-19 16:12:13 -04:00
a1c558e19f OpenGL: cleanup edit overlay shaders
Mostly simple fixes to spacing & comments.
2017-05-19 14:20:37 -04:00
941e739d70 Clay/Eevee: fix crash when entering edit mode
vertexColor output was not being written --> shader failed to link --> assert hit while setting that shader's uniforms.

Vertex attribs are smooth by default, so I shortened the declaration.

@fclem or @dfelinto: is color = 0 ok here?
2017-05-19 14:20:37 -04:00
Dalai Felinto
c8e96a8b6b Fixup on weightpaint shader after rBfabd55a5e9 2017-05-17 10:35:36 +02:00
fabd55a5e9 DWM: hide hidden verts in weight-paint mode 2017-05-17 18:09:40 +10:00
8adec78ca5 Cleanup: remove GLSL version checks 2017-05-17 10:46:42 +10:00
5a377521aa Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update. 2017-05-15 16:14:17 +02:00
317544455e Add missing weight paint vertex shader 2017-05-06 01:34:43 +02:00
872d8993dd Clean up weight/vertex painting code
Now passing selection state instead of colors for the wire/face mask
overlay thing. Also added masking indication on the faces in vertex
paint.
2017-05-05 15:53:37 +02:00
84c464a4b8 Use theme vertex size for lattice & curve vertices 2017-04-20 21:16:37 +10:00
cdba73c8fa Draw Manager: curve support
Draws the curve centerline and editmode verts/handles.

Handle theme colors, and normal display still need adding.
2017-04-20 00:38:44 +10:00
76ecbd38f2 Edit Mode Engine: Fix shader compilation on AMD. Also fix Bweight display. 2017-04-19 11:09:07 +02:00
02273441dc Draw Manager: lattice editmode drawing 2017-04-14 04:34:12 +10:00
c0a9e388b3 GLSL: rename edit_overlay -> edit_mesh_overlay
Avoid confusion with overlays with non-mesh types
2017-04-13 14:13:46 +10:00
e8ddd258ef Correct own error in adding colors
Make comment regarding GLSL more clear.
2017-04-12 00:56:19 +10:00
016790b3b0 Object Engine: Fix Selected Group Objects color. 2017-04-10 22:23:50 +02:00
928f5df1b4 Cleanup: glsl indentation 2017-04-09 16:36:39 +10:00
ccaa21df6d Infinite Grid: View angle fade
and show Z axis in special persp views
2017-04-03 21:52:42 +02:00
21d0f71963 New Outline: Fix ATI compile error. 2017-03-28 00:05:41 +02:00
6435983876 New Outline: make it countour the screen. 2017-03-27 16:36:13 +02:00
0396a15cbb New Outlines: fix upper edge 2017-03-27 14:09:55 +02:00
b33693cb44 New Grid: small modification
Fix wrong coord picked when display only one axis.
Small optimizations here and there.
2017-03-27 14:01:47 +02:00
0495e689e6 New Grid : Feature parity with old grid.
Removed infinite details and went for decreasing details with the distance instead (like the axis aligned ortho view auto sized grid).
Separate drawing of the Z axis into 2 pass (using shading group) to render ordered transparency with the main grid pass.
2017-03-25 19:11:01 +01:00
d2c94c7873 New Grid: Fix depth fighting and remove some unused variables. 2017-03-25 19:11:01 +01:00
8abc315a23 Object Mode Engine: New grid drawing.
Move the grid drawing to the Object mode engine and implement a new infinite grid.
Everything is done but it needs better parameters to be intuitive.
2017-03-22 21:29:23 +01:00
26c140fbc8 Draw Module: Move the Global Ubo block definition to it's own file. 2017-03-22 21:29:23 +01:00
4e92ed87ac Object Mode Outline: Changed algorithm a bit.
First pass find outline pixel.
Second pass expand it by 1px in each direction.
Subsequent passes fade the occluded outlines inward.
2017-03-22 02:17:16 +01:00
7870bde275 Object Outline: trying something new 2017-03-21 19:29:58 +01:00
9ca0e08236 Object Mode Engine: New outline method.
We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette.

Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations.
Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint.

Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix.
2017-03-20 15:19:03 +01:00
4137f30928 Object Mode: Add stencil test to remove object outlines inside the silouhette.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
2017-03-18 01:56:34 +01:00
cddde85f2c Fix shader compilation. 2017-03-18 01:56:34 +01:00
8cad48df28 Draw Manager: Created a general fullscreen shader. 2017-03-18 01:56:34 +01:00
49ef1a25b8 Edit Mesh overlay: Ported Display Normals option 2017-03-09 01:30:26 +01:00
4b31f1e591 Edit Mesh overlay: remove sizeNormal from ubo. 2017-03-09 01:30:26 +01:00
dc9a7f861f Edit Mode overlay: Optimisation
Don't generate more verts than we need if we don't render vertex.
Getting a big boost from 12fps to 20fps on my test scene
2017-03-06 04:07:54 +01:00