Commit Graph

108 Commits

Author SHA1 Message Date
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
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.
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
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
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
-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
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
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
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
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
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
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"
This reverts commit 845732652f.
2017-05-23 13:52:50 +02:00
Luca Rood
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
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.
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
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.
-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
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
Part of T51378
2017-05-12 16:14:55 +02:00
Campbell Barton
0722e41f9e DWM: Use Gawain for sculpt drawing
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