Age | Commit message (Collapse) | Author |
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Follow our code style for doxygen sections.
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The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.
Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.
Like the 3d viewport, there will be a editor toggle to enable/disable the overlays
For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.
Reviewed By: Julian Eisel, Pablo Vazquez
Differential Revision: https://developer.blender.org/D8890
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Use the enum instead of a boolean. Exibit n°5512 where typecast
warning would have find the error.
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This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:
**Performance**:
Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.
**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.
**Current Limitations**
Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.
**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.
The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.
The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8234
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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Camera background images were not shown under transparent objects.
This patch performs an alpha under for background images for cycles.
In order to see the difference the Film transparency needs to be turned on.
Note that workbench and EEVEE still needs to be adapted as they don't
write store alpha value in the viewport.
Side note. This implementation is already an improvement of the current behavior, what users are requesting. (Show background images underneath cycles viewport rendering.) It is clear that this patch still needs to be extended to workbench and eevee. For now that should be marked as a known limitation.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5437
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Add checkerboard alpha pattern like it was in 2.79
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Match the UI naming (changed since 2.7x).
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Add buttons for editing the cursor rotation as well as rotation modes,
similar to object and pose bones.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Only for workbench solid/wire modes.
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TH_BACK was being used when drawing the 3D view even though
there was no way to set the color in the preferences.
The color was zero'd when moving to the new 2.8x theme.
Having both gradient and background colors was confusing,
especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for
other views.
Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used
when gradients are enabled.
RNA is unchanged so presets don't need updating.
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Part of T59335.
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Use 3D cursor from the scene (was previously used for local-view).
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Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
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- immAttrib* -> immAttr*
- immSkipAttrib -> immAttrSkip
Term 'attr' is a convention for GPU module.
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Avoid accessing object mode via the view layer active object
when drawing since it's done everywhere we store the active object mode
in the draw-context.
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The cursor is used as location to draw new stroke
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The 3D Cursor, origin and dummy are hidden depending of the mode to get a cleaner drawing space.
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Signed-off-by: fclem
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Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
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Thanks to @sergey for review
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This is because depth test is set before drawing anything now. There is no
case where we want to draw without depth test that is not selection and
this case is not handle by v3d->zbuf anymore.
UI assume depth test is off by default. The DRWManager assume it's on.
This should fix T55623.
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Caused camera frame to be double width.
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