Campbell Barton
dad10ab118
DwM: Support flat-shaded w/ clay & eevee engines
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Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18 20:43:53 +10:00
Bastien Montagne
5dd9e17266
DwM: Armature: Cleanup envelope bone code a bit.
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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.
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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
5919919955
DwM: Armature: refine drawing condition of envelope distance outline.
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Should match better original 2.7x behavior now.
2017-05-18 12:13:19 +02:00
Campbell Barton
c75cde31db
Re-use vertex position VBO in weight-paint mode
2017-05-18 14:53:43 +10:00
Campbell Barton
3900b7b1e7
Cleanup: simplify material checks w/ clay engine
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Instead of manipulating args when checking for duplicates,
just convert the material and memcmp.
2017-05-18 13:06:51 +10:00
Campbell Barton
4047715af3
Cleanup: use pre-defined STRINGIFY macro
2017-05-18 11:22:24 +10:00
Campbell Barton
102394a323
Fix T51538: Weight-paint circle select w/ clipping
2017-05-18 10:43:34 +10:00
Clément Foucault
5ec6982a82
Draw Manager: Fix instancing.
2017-05-18 01:50:06 +02:00
Clément Foucault
11e7e0769a
Eevee: fix orco.
2017-05-18 01:50:06 +02:00
Clément Foucault
00a5885136
Eevee: Refactor shaders defines
2017-05-18 01:50:06 +02:00
Clément Foucault
af3954fe90
Eevee: fix bug with postprocess buffer sharing.
2017-05-18 01:50:06 +02:00
Clément Foucault
ecee490d13
Eevee: Some changes to default shader.
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Use old BI material prop and use a metallic approach.
2017-05-18 01:50:06 +02:00
Dalai Felinto
60cd996c0a
Silence warnings in Mac (based on buildbot build report)
2017-05-17 18:13:10 +02:00
Dalai Felinto
970a7c8bb9
Fix blenderplayer
2017-05-17 17:55:31 +02:00
Luca Rood
cd8909fbc9
Fix typo in hair shader view vector
2017-05-17 17:27:48 +02:00
Luca Rood
f628cfd297
Fix T51535: View vector inverting in pespective/ortho
2017-05-17 16:42:38 +02:00
Sergey Sharybin
47f8459ead
Fix T51388: Mask moves when zoom is changed in the movie clip editor
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Incorrect matrix space for stabilization.
2017-05-17 14:51:51 +02:00
Bastien Montagne
1693d7d887
Fix annoying warning about unused debug var in release builds.
2017-05-17 14:37:30 +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
Bastien Montagne
3c799ba801
DwM: Armature: Add distance outline and wire drawing of envelope bones.
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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
Campbell Barton
f674bc90e2
BMesh: remove duplicate argument for wireframe op
2017-05-17 20:31:14 +10:00
Luca Rood
11c167ff76
Fix particle system batch_cache on object duplication
2017-05-17 11:19:36 +02:00
Campbell Barton
c104b7b0b3
DWM: reuse position VBO for vpaint select overlay
2017-05-17 19:21:16 +10:00
Campbell Barton
a769c4a3a0
Fix weight-painting out of facemask mode w/ hidden faces
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Own error in recent commit
2017-05-17 19:08:09 +10:00
Dalai Felinto
c8e96a8b6b
Fixup on weightpaint shader after rBfabd55a5e9
2017-05-17 10:35:36 +02:00
Sergey Sharybin
24676b535a
Fix T49981: When camera is on inactive layer, it does not evaluate constraints
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Second round of fix, was broken by 843be91 .
2017-05-17 10:22:40 +02:00
Dalai Felinto
fca52c42ae
Clay hair: use builtin reflect function
2017-05-17 10:21:08 +02:00
Campbell Barton
fabd55a5e9
DWM: hide hidden verts in weight-paint mode
2017-05-17 18:09:40 +10:00
Campbell Barton
c18c3ff3d5
Cleanup: line length
2017-05-17 17:37:23 +10:00
Campbell Barton
d41f98406f
DWM: minor changes to face-flag use
2017-05-17 17:27:20 +10:00
Campbell Barton
e74177d3b1
Correct own error in copying vertex color to VBO's
2017-05-17 17:14:10 +10:00
Campbell Barton
e074ac65a6
DWM: don't use engine drawing for paint modes
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Also only use sculpt-mode drawing with the active object.
2017-05-17 17:06:55 +10:00
Campbell Barton
3926e3ef68
DWM: correct unselected face overlay
2017-05-17 16:41:21 +10:00
Campbell Barton
9995bd8532
DWM: use DRWContextState.obact
2017-05-17 16:08:36 +10:00
Campbell Barton
741a4cfc0b
DWM: Initial support vert & weight hidden faces
2017-05-17 16:01:18 +10:00
Campbell Barton
17458c511c
Cleanup: quiet warning
2017-05-17 13:38:06 +10:00
Campbell Barton
aa66f2c7eb
Use byte color for selection drawing
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Some small advantage to using 1/4 sized data-type.
2017-05-17 13:31:01 +10:00
Campbell Barton
431b7c8eb1
Correct flag when drawing editmode face select
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Own error in updating select code.
2017-05-17 13:26:09 +10:00
Campbell Barton
b4ec0e8cd5
DWM: use generic header for DRWCall
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Avoid alignment mis-match casting between different draw-call types.
2017-05-17 12:58:58 +10:00
Campbell Barton
5bfeaf6cc1
Cleanup: group VBO attributes in a struct
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Some names are a bit arbitrary,
this makes it clear which names are VBO attributes.
2017-05-17 12:36:02 +10:00
Campbell Barton
3d6361aa9c
Cleanup: clarify select terminology
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In mesh cache we have select: color, id, bool.
Current naming didn't make this clear.
2017-05-17 11:47:31 +10:00
Campbell Barton
89483c73fd
DWM: write mesh data to the VBO directly
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Was using intermediate functions to store each data type.
This is still done in some places (for more involved access).
For basic data: coords, normals, colors..etc this is unnecessarily indirect.
2017-05-17 11:34:42 +10:00
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
Campbell Barton
8adec78ca5
Cleanup: remove GLSL version checks
2017-05-17 10:46:42 +10:00
Mai Lavelle
0a6c57d3d2
Fix crash from freeing of NULL pointer
2017-05-16 16:29:27 -04:00
Clément Foucault
58a810e640
Draw Manager: Add support for instance Batch.
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Idea is to specify a batch as source of vbo instance attrib.
2017-05-16 20:30:17 +02:00
Clément Foucault
fa76c69627
Draw Manager: support render only mode.
2017-05-16 20:30:17 +02:00
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
ddc5896c81
Draw Manager: Improve debug
2017-05-16 20:30:17 +02:00