Commit Graph

44 Commits

Author SHA1 Message Date
Campbell Barton
b4988d01cb DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode.

Access 'Full Shading' from the display panel when in paint modes.
2017-07-13 01:59:44 +10:00
Campbell Barton
4a061a87e6 DwM: mesh data now only creates data thats used
Read from the GPUMaterial to find custom-data layers used for drawing.

This resolves problem where having UV's would always calculate tangents
causing noticeable slow down compared to 2.7x.
2017-06-28 13:44:28 +10:00
Luca Rood
d04f30c5d8 Implement weight colors for lattices in draw manager 2017-06-27 15:59:13 +02:00
Clément Foucault
6e83ace809 LightProbes: Change 3d view display shape.
Introduce specific shape for each probe type to easily identify them.
2017-06-27 15:00:14 +02:00
Luca Rood
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
Campbell Barton
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
Clément Foucault
26e710b1fd Eevee: Add Grid debug display. 2017-06-15 00:55:45 +02:00
Campbell Barton
f52dc2f371 Rename probe to light-probe
Probe is a real general term, the new name is used often in docs online.
2017-06-12 21:34:55 +10:00
Clément Foucault
4df449edd5 Probe: Add initial visualisation 2017-06-09 01:15:17 +02:00
Campbell Barton
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
Campbell Barton
8e3cefd0d5 DwM: Object mode empty-image support 2017-05-20 23:17:50 +10:00
Luca Rood
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
Bastien Montagne
5dd9e17266 DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader.

Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
Bastien Montagne
23f256b24b DwM: Armature: add solid envelope bone drawing.
Envelope bones are now pretty much identical to old drawing code.

Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
Bastien Montagne
3c799ba801 DwM: Armature: Add distance outline and wire drawing of envelope bones.
This is not complete, it does not implement 3D solid drawing of
envelope bones. 2D wire is hence always drawn for now.

Some notes:

I did not try to implement the 'capsule' approach suggested by @fclem, because:
  1. I spent enough time on this already, and finally got something working.
  2. I managed to get rid of geometry shader completely.
  3. Current approach allows us to use same shader for
     distance outline and envelope wire.

It's working fine, except for one glitch - superpositions of envelope
outlines do not work as expected, not sure what's wrong here, tried to
disable zbuff, enable GL_BLEND, no luck so far...
I think we need our own 'background' drawpass to get them working (also
to avoid them drawing over the wire lines).
2017-05-17 12:34:06 +02:00
Clément Foucault
5a377521aa Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update. 2017-05-15 16:14:17 +02:00
Luca Rood
0eb32ab228 Implement hair drawing with Draw Manager in Clay engine
Part of T51378
2017-05-12 16:14:55 +02:00
Luca Rood
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
Luca Rood
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
Luca Rood
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
Bastien Montagne
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
Campbell Barton
886966aa38 Correct comment, we need wire_outline data in this case 2017-04-28 23:04:29 +10:00
Campbell Barton
0e94d91048 Draw Manager: pose-mode custom bone display 2017-04-28 22:31:58 +10:00
Clément Foucault
041a50291b Eevee: Make default shaders works.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
2017-04-25 18:47:20 +02:00
Campbell Barton
bfa888cef2 Cleanup: move draw-cache creation from BKE to DRW
Creating draw-cache should only ever be used by the draw-manager.
2017-04-21 22:06:06 +10:00
Campbell Barton
3a75e84376 Draw Manager: edit-mode 3d text drawing
Draw cursor and selection, also support for fast-display.
2017-04-21 17:58:18 +10:00
Campbell Barton
677aa36632 Curve: draw curve/surface/text geometry
Note that displists will be removed, but this wont be hard to replace.

Signed-off-by: Campbell Barton <ideasman42@gmail.com>
2017-04-21 04:23:28 +10:00
Campbell Barton
72efee07ff Draw Manager: draw curve normals 2017-04-20 05:33:52 +10:00
Campbell Barton
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
Campbell Barton
608b711beb Cleanup: explicit names for return arguments and position last 2017-04-15 14:07:57 +10:00
Campbell Barton
02273441dc Draw Manager: lattice editmode drawing 2017-04-14 04:34:12 +10:00
Campbell Barton
2128e26d86 Draw Manager: initial lattice support
Still misses support for edit-mode selection & weight drawing.
2017-04-13 22:09:59 +10:00
Campbell Barton
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
Clément Foucault
4f063dc4dd Object Engine: Ported Force Field object drawing. 2017-04-10 22:23:50 +02:00
Clément Foucault
49ef1a25b8 Edit Mesh overlay: Ported Display Normals option 2017-03-09 01:30:26 +01:00
Clément Foucault
747ac66800 Clay Engine: More Lamp drawing work 2017-03-05 18:10:08 +01:00
Clément Foucault
608b96c49b Clay Engine: camera drawing 2017-03-05 18:10:08 +01:00
Clément Foucault
b463cd2ab8 Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.
We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
2017-03-02 01:08:32 +01:00
Clément Foucault
26fc6c71c4 Edit Mode overlays: separate multiple shaders for loose edges and verts 2017-03-02 01:08:32 +01:00
Clément Foucault
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
Clément Foucault
b0c125bcd3 Clay Engine: draw Speaker 2017-02-15 12:28:26 +01:00
Clément Foucault
9f03718a5b Clay Engine: drawaxis names drawn with shaders & instance 2017-02-15 12:28:26 +01:00
Clément Foucault
08c1afb088 Clay Engine: Separate batch for Z straight line 2017-02-11 20:36:20 +01:00
Clément Foucault
83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00