Campbell Barton
4c38d84e73
Cleanup: double promotion
2017-08-01 13:35:26 +10:00
Clément Foucault
ec6170061e
DRW: Add stats group to eevee and object mode.
2017-07-27 14:51:44 +02:00
Campbell Barton
d31276abd0
Cleanup: long lines
2017-07-14 16:56:02 +10:00
Sergey Sharybin
5fe2423ed5
Use explicit scene_layer variable name for public API
2017-07-13 12:51:35 +02:00
Luca Rood
d33cacf7e4
Fix image empties not drawing
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A pointer to the uniform data for the empty drawing was being freed
before the actual draw call, which invalidates the uniform.
This makes the data only be freed after drawing.
2017-07-10 11:39:08 +02:00
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.
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Introduce specific shape for each probe type to easily identify them.
2017-06-27 15:00:14 +02:00
Campbell Barton
b4d053efc7
Gawain API naming refactor
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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
0993af5484
Planar Probe: Add UI, 3d view Display and change defaults.
2017-06-19 10:47:56 +02:00
Clément Foucault
f5203e6cba
Probe: Fix display of the Influence of grid probes.
2017-06-15 00:57:16 +02:00
Clément Foucault
99ff1bb21a
Probe: fix clip distances showing only for one probe.
2017-06-15 00:55:45 +02:00
Clément Foucault
26e710b1fd
Eevee: Add Grid debug display.
2017-06-15 00:55:45 +02:00
Campbell Barton
f52dc2f371
Rename probe to light-probe
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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
0a5e9e2f56
Probe: Small UI improvments
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-Better falloff default.
-Add clip distance visualisation.
-Reformat UI and add a display panel.
2017-06-10 00:36:33 +02:00
Clément Foucault
a17bb772a0
Probe: Add object mode volume visualisation
2017-06-09 23:21:55 +02:00
Clément Foucault
67913c603c
Probe: Add influence display and rework UI.
2017-06-09 01:15:17 +02:00
Clément Foucault
4df449edd5
Probe: Add initial visualisation
2017-06-09 01:15:17 +02:00
Dalai Felinto
a418e269c8
Draw manager: visibility of objects centers to mimic old 2.7x behaviour
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We only show object center if object is selected, active or if viewport
has the "All Object Origins" options.
The viewport display options can migrate to renderlayer options.
However, we can mimic 2.7x as a compromise while the final design is
finalized.
2017-06-06 12:00:35 +02:00
Luca Rood
4e1257f2d8
Make particle size follow world space instead of screen space
2017-06-06 09:57:18 +02:00
Campbell Barton
68e5c082b8
Fix for crash/error drawing duplis
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Drawing object centers used stack memory,
we don't want to draw these anyway so add check.
2017-06-03 02:21:10 +10:00
Campbell Barton
390648b984
DwM: Show wire only mesh objects
2017-06-01 02:26:24 +10:00
Clément Foucault
e7fb013a60
Draw Manager: Add SceneLayerEngineData and use callbacks to clear runtime engine data
2017-05-30 22:30:16 +02:00
Luca Rood
818268b394
Fix own mistake with NULL materials in particles
2017-05-29 16:30:56 +02:00
Clément Foucault
ec90780767
Gawain: Add support for rendering using an instance batch (for particles)
2017-05-29 16:28:54 +02:00
Clément Foucault
932399612b
3D grid: Fix precision issue 2/2
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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
Clément Foucault
330007f571
3D grid: only draw if needed.
2017-05-29 15:52:27 +02:00
Clément Foucault
e104d82376
Object Mode Engine: Fixing the 3D grid 1/2
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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
Sergey Sharybin
35022d0f63
Move particle cache population to a dedicated function
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Should help readability of switch statement which becomes far too big now.
2017-05-29 15:26:52 +02:00
Luca Rood
3b311b7cb2
Fix uninit shading group in object mode particles
2017-05-26 13:36:12 +02:00
Campbell Barton
60a099fb09
Move empty image drawing into its own pass
2017-05-24 14:28:48 +10:00
Luca Rood
eef92770a1
Optimize particle primitive shader
2017-05-23 18:39:22 +02:00
Luca Rood
9bc88b69d8
Implement particle velocity and acceleration visualization
2017-05-23 18:39:22 +02:00
Luca Rood
6f063bdb1c
Use pointers to actual data for particle uniforms
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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
Luca Rood
340e4394d4
Use custom shader for dot particles
2017-05-23 14:25:12 +02:00
Luca Rood
b5426b50fb
Rename/move particle shaders
2017-05-23 14:20:10 +02:00
Luca Rood
21857cb081
Create new shading group for each psys
2017-05-23 13:52:50 +02:00
Luca Rood
b30cefa650
Revert "Implement UBOs for particles"
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This reverts commit 845732652f .
2017-05-23 13:52:50 +02:00
Luca Rood
845732652f
Implement UBOs for particles
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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
Campbell Barton
e98652b64f
Cleanup: minor edits
2017-05-22 16:21:44 +10:00
Campbell Barton
8e3cefd0d5
DwM: Object mode empty-image support
2017-05-20 23:17:50 +10:00
Luca Rood
985574c010
Move particle drawing to object mode
2017-05-19 19:18:34 +02:00
Bastien Montagne
d0ceb1821b
DwM: Armature: fix bone distance outline drawing.
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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
Campbell Barton
2f6bc53874
DWM: Add obact for convenience
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Modes often need to check if the object is the active one.
2017-05-17 11:03:09 +10:00
Clément Foucault
90aff807ab
Draw Manager: Texture Memory usage improvement.
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-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
Clément Foucault
2e8cb8d836
Draw Manager: Make use of texture reuse.
2017-05-16 20:30:17 +02:00
Dalai Felinto
3826e77593
Draw Manager: Small cleanup on bool and bitwise
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We should avoid casting from an int to a flag.
In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.
(also adding explicit parenthesis to a flag check)
2017-05-16 16:26:00 +02:00
Luca Rood
0eb32ab228
Implement hair drawing with Draw Manager in Clay engine
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Part of T51378
2017-05-12 16:14:55 +02:00
Campbell Barton
0722e41f9e
DWM: Use Gawain for sculpt drawing
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Currently only uses the simple shader.
2017-05-10 20:35:51 +10:00
Clément Foucault
707756d277
Draw Manager: Extend simplification to UBOs & fix a context error.
2017-05-09 23:55:19 +02:00
Clément Foucault
e32ec677c3
Draw Manager: Simplify usage and check for errors.
2017-05-09 23:55:19 +02:00