Commit Graph

34 Commits

Author SHA1 Message Date
4bbb1d4e5e DRW: Rename some DRW_STATE_* for more consistency. 2018-05-20 19:17:11 +02:00
f43d33d3a4 Depsgraph: Keep track of original particle system
Allows to have quicker lookup in particle edit mode.
2018-05-15 17:20:02 +02:00
f4fd1f1f4b Particle edit: Move cache update to particle batch cache implementation
The idea is to allow "regular" strands to update edit cache and hence
get the final update strands.
2018-05-15 17:20:02 +02:00
aa312621dc Particle edit: Re-cache edit path if it's NULL
This is what old particle drawing code was doing.
2018-05-15 17:20:02 +02:00
7cbb85675a Particle edit: Fix missing hair edit after toggling edit mode 2018-05-15 17:20:02 +02:00
2c6e523c1f Dar manager: Ignore non-particle-edit objects from particle mode 2018-05-11 15:12:24 +02:00
aefd181b0b Fix crash going to edit mode of particles with copy on write
We can not rely on edit->psys, it is not set for particle edit,
and there is some logic deeper inside which does different things
dependent on that.

We need to replace those checks with some some HAIR vs. PARTICLES
flag and always set psys pointer.
2018-05-11 14:55:58 +02:00
d50821f145 Particle edit: Initial support of edit with copy-on-write
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.

In the future we should split edit data from visualization data,
but that's bigger refactor.
2018-05-11 12:49:25 +02:00
ff3e9d0d90 Particle edit: Fix missing update after undo
Old code was doing draw-time calculations in some cases.
just do the same for now.
2018-05-11 12:49:25 +02:00
83a83a3d4b Cleanup: whitespace, duplicate includes 2018-05-11 07:43:20 +02:00
6f891e2b87 Draw manager: Implement point selection modes for particle edit mode 2018-05-09 15:00:29 +02:00
5cea8bf435 Draw manager: Initial implementation of key points visualization
Does all points all the time, ignoring the setting in viewport header.
This is to be addressed by the next commit.
2018-05-09 14:59:48 +02:00
033c2c7131 Draw manager: Start using more explicit API for particle edit mode 2018-05-09 14:59:48 +02:00
49fc1d0f54 Draw manager: Initial implementation of particle edit mode
Gets edit more from the current object and displays it as a path.
this is how both hair and particle edit modes are supposed to work.

This only covers path itself, it doesn't do anything like keys
visualization or selection. However, it's already possible to
comb and such.

Only implements particle mode. There are also some settings to
do soft body and cloth. No idea yet what that all is about.

Copy-on-write is not supported either, this is due to some
edit mode ownership problems which are to be addressed from
dependency graph side.

Shading is dead-simple: uses tangent as a color. This is where
i hope to get some help from Clément.
2018-05-09 10:34:45 +02:00
eb7188802d DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because:
- Less redundancy.
- Better suffixes.

Also a few modification to GPU_texture_create_* to simplify the API:
- make the format explicit to the texture creation process.
- remove the component count as it's specified in the GPUTextureFormat.
2018-04-30 16:39:26 +02:00
144a661152 Make particle edit draw mode a noop
Seems this was just a template, but that template painted everything
green. Not sure what this draw mode should do really.
2018-02-15 03:26:59 -05:00
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
dc4c9de91a Draw manager: Cleanup, naming
Similar to previous commit in Eevee.
2017-11-29 11:01:08 +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
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
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
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
f1fb605ec9 GPUFramebuffer: Allow to bind a specific texture mip to framebuffer. 2017-04-18 12:52:29 +02:00
64660b902c Use 'safe' macros for common free operation
Same as MEM_SAFE_FREE macro,
checks for NULL, runs free then sets NULL.

Blocks of code that do this many times are noisy and likely
errors here wouldn't be noticed immediately.

Also NULL's static vars which were being left set.
2017-04-13 13:37:27 +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
cc0c5dbd91 Cleanup: use DRW_cache_mesh prefix w/ mesh objects
Avoid confusion for non mesh types where verts/wire/surface might apply.

Other object types use this convention already.
2017-04-12 18:11:10 +10:00
0811d089b4 Draw Manager: Use Texture flag in Framebuffer init. 2017-04-10 12:36:32 +02:00
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
ecce1fabca Mode Engines: Fix MSVC compilation error. 2017-03-13 11:39:41 +01:00
9c6b9e889c Clay Engine: Mode engine templates.
Standard Engine layout easy to extend.

Note that most of the work will also happen in mesh_render.c to create geometry batches.
2017-03-12 21:16:03 +01:00