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Follow our code style guide by using C-comments for text descriptions.
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It used to be an int mode.
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This reverts commit 0796807720882731cdb70be144aa182e9b0b9ee5.
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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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The alloc was done in the init, but the free was done in the discard.
As discarding can happen more often there were some unneeded if
statements to work around use after free.
This patch moves the free to the `mesh_batch_cache_clear` and removes
the if statements to check for use after free.
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It used to be an `int mode`.
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The external engine in the draw manager wasn't registered correctly.
This did not free the resources after the external engine was used.
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The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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This is already the most widely used convention.
Use this so `make check_spelling_c` will ignore all email addresses.
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Previously, one could only select a volume object in the outliner
or by clicking on the object origin. This patch allows you to click
on the actual volume.
Furthermore, the generated (invisible) mesh that is used for
selection is also used to draw an outline for the volume object now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9022
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For the self overlap result, each intersection pair does not need to
be tested twice.
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The incorrect view was setup so it was drawn in pixel space. This patch
changes it to use UV space.
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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This adds XYZ symmetry as a property of meshes and updates all modes to
use the mesh symmetry by default to have a consistent tool behavior
between all modes and when switching objects.
Reviewed By: brecht, mano-wii, campbellbarton
Maniphest Tasks: T79785
Differential Revision: https://developer.blender.org/D8587
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This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
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Previously, it was kind of a mess. In different places it was using `char`, `short` and `int`.
The changed properties are flags that are operated upon using bit operations. Therefore, the integer type should be unsigned. Since we only use 2 bits of these flags, `uint8_t` is large enough.
Especially note the change I had to make in `RNA_define.h` to make this work.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8844
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The Draw State now needs to be in sync with what the selection
code set. We query the state just before locking it.
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All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.
**Major changes:**
=== Viewport Display ===
- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.
==== Grid Display ====
- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.
==== Vector Display ====
- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.
==== Coloring options for //gridlines// ====
- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.
- Also, made slicing and interpolation options available for Volume Object.
Reviewed By: JacquesLucke, sebbas
Differential Revision: https://developer.blender.org/D8705
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Debug groups makes it easier to view from where an error comes from.
The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
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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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And also enable pass names when using `--debug-gpu` option.
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This was caused by a left over DRWPass->state modification
that made the subsequent samples redraw without Blending enabled.
This led to incorrect blending.
The fix is to use the new API for pass instancing.
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This was caused by a missing state apply.
We force the GPUState to be set after the callbacks to avoid
desync between our state tracker and the real gl state.
This fixes some issues but a better general fix for all BGL would
be better.
This fix T80297 2.91 texture alpha is not transparent
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This wraps the functionality used to speedup EEVEE volumetrics.
This touches the rendering code of EEVEE as it should fix a mis-usage of
the GL barrier. The barrier changed type and location, removing an
unused barrier.
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In a recent update to the fluids modifier (rB03c2439d96e8), I introduced a flush call that sets all grids to NULL if the frame is outside of the allowed frame range. This way, the texture creation function must also check if the data grid is NULL before trying to create a texture.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8872
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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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This change promotes the work-a-round to the current solution.
There are options to solve this better, but needs more design.
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This commit renames the functions in "BKE_unit.h` to be consistent
with the naming in the rest of blenkernel.
bUnit_AsString -> BKE_unit_value_as_string_adaptive
bUnit_AsString2 -> BKE_unit_value_as_string
bUnit_ReplaceString -> BKE_unit_replace_string
bUnit_ApplyPreferredUnit -> BKE_unit_apply_preferred_unit
bUnit_ToUnitAltName -> BKE_unit_name_to_alt
bUnit_ClosestScalar -> BKE_unit_closest_scalar
bUnit_BaseScalar -> BKE_unit_base_scalar
bUnit_IsValid -> BKE_unit_is_valid
bUnit_GetSystem -> BKE_unit_system_get
bUnit_GetBaseUnit -> BKE_unit_base_get
bUnit_GetBaseUnitOfType -> BKE_unit_base_of_type_get
bUnit_GetName -> BKE_unit_name_get
bUnit_GetNameDisplay -> BKE_unit_display_name_get
bUnit_GetIdentifier -> BKE_unit_identifier_get
bUnit_GetScaler -> BKE_unit_scalar_get
bUnit_IsSuppressed -> BKE_unit_is_suppressed
Differential Revision: https://developer.blender.org/D8828
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This was left from a previous refactor.
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This avoids unecessary complexity.
Also makes the GPUImmediate threadsafe by using a threadlocal imm variable.
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This makes more sense as this module has more to it than just
GL extensions.
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This is part of the Vulkan task T68990.
This commits changes a few things:
- Rename extensions to capabilities (but left the file name untouched).
- Cubemap mip render workaround detection is rewritten using gl
commands to avoid using the GPU API before initialization.
- Put all the capabilities that are only relevant for the GL backend
inside GLContext as static variables.
- Cleanup the names of the limit variables.
- Separate all GL related workaround search inside the GL module.
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This should be using the mesh_cd_ldata_get_from_mesh function in
order to get ldata from BMesh in edit mode.
Reviewed By: sergey
Maniphest Tasks: T78225
Differential Revision: https://developer.blender.org/D8818
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Also correct wrapped lines of example code in threads.cc.
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This is a simple cleanup to make naming consistent with the rest of the
module.
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This is just a cleanup to isolate the internals of the vertbuf.
This adds some getters to avoid refactor of existing code.
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This is part of the Vulkan backend task T68990.
There is no real change, only making some code re-organisation.
This also make the IndexBuf completely abstract from outside the
GPU module.
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This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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Use creation + update function instead.
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But this time implement it outside the texture module.
This makes more sense as only the volume textures need this feature.
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This is going to be unecessary after the GPU opengl texture backend refactor.
For now add a save/restore mechanism to leave the state untouched.
Also remove some calls where the caller would bind to particular binding
point and set the shader uniform.
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No functional changes
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Some underlying functionality was not ready for greasepencil:
- BKE_modifiers_get_virtual_modifierlist (now introduce dedicated BKE_gpencil_modifiers_get_virtual_modifierlist)
- BKE_modifiers_is_deformed_by_armature
- checks in drawing code
- checks in (pose) selection code
A couple of changes to make this work:
- `eGpencilModifierType_Armature` has to be respected (not only `eModifierType_Armature`)
- `OB_MODE_WEIGHT_GPENCIL` has to be respected (not only `OB_MODE_WEIGHT_PAINT`) -- (now use new `OB_MODE_ALL_WEIGHT_PAINT`)
- `gpencil_weightmode_toggle_exec` now shares functionality from `wpaint_mode_toggle_exec` -- moved to new `ED_object_posemode_set_for_weight_paint`
This patch will also set the context member "weight_paint_object" for greasepencil (otherwise some appropriate pose operators wont work when in weightpaint mode)
Reviewed By: campbellbarton
Maniphest Tasks: T63125
Differential Revision: https://developer.blender.org/D8483
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This also make the validation quicker by tracking the currently
bound slots.
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