Blender Git Loki

Kaikki Blender Git kommitit.

Page: 2018 / 8462

December 2, 2019, 12:15 (GMT)
Added stuff to make MeshAdd access faster.
December 2, 2019, 12:15 (GMT)
Faster find_coplanar_parts.
December 2, 2019, 12:15 (GMT)
Fixed memory leak of bvh trees.
December 2, 2019, 12:15 (GMT)
Use BVH for partset pair intersection tests.

All regression tests pass.
December 2, 2019, 12:15 (GMT)
Added kdtree for faster coplanar.
December 2, 2019, 12:15 (GMT)
Stashing progress.
December 2, 2019, 12:15 (GMT)
Fixed gwn (atan2 instead of atan), and some perf speedups.
December 2, 2019, 12:15 (GMT)
Boolean coplanar cone-on-cube works.

Needed some work on coplanar faces that may have
reversed normals from projection.
December 2, 2019, 12:15 (GMT)
Attempt to do boolean with coplanar faces - doesn't work yet.
December 2, 2019, 12:15 (GMT)
Forgot to initialize an intset.
December 2, 2019, 12:15 (GMT)
Plumbed through faces that are on both sides of boolean op.
December 2, 2019, 12:15 (GMT)
Keep track of other orig faces besides eg for a face.
December 2, 2019, 12:15 (GMT)
Regression tests 0-25 all pass.

Code was working but had commented out actual apply of meshchange.
December 2, 2019, 12:15 (GMT)
clang-format
December 2, 2019, 12:15 (GMT)
Most regression tests now pass.

Put in option checkbox in UI so can choose old or new method.
December 2, 2019, 12:15 (GMT)
Stash changes.
December 2, 2019, 12:15 (GMT)
Coplanar case works except CDT makes a face with repeated vert.
December 2, 2019, 12:15 (GMT)
Changes to master for this branch.
December 2, 2019, 12:15 (GMT)
All tri-tri non-coplanar tests work.
December 2, 2019, 12:15 (GMT)
Overlay Engine: Refactor & Cleanup

This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021