Age | Commit message (Collapse) | Author |
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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This replaces temporarily enabling draw-axis.
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Only some options need this.
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This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.
Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.
No performance loss (almost no gain too).
Reviewers: fclem
Subscribers: zlsa, rl.amorato
Differential Revision: https://developer.blender.org/D4379
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The matrices that projects background images in the 3d view
were incorrect. The root cause was that the coordinate systems were not
respected, that was most noticeable when rotating a stretched image.
We re-validated conversions of coordinate spaces (UV -> Image -> Camera -> Window)
and made sure that the rotation is done in image space.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D5431
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When drawing the selection buffer the camera images were drawn. This
resulted in unneeded extra clicking for the user. This change will
ignore camera images during the selection.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5276
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T68035 by @luzpaz
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- Offset was halved & not compensating for non-square aspect.
- Rotation was flipped.
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Regression from 2.79
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from hair to ...""
This reverts commit 45761e4c7cbbed2141afc97fb20b2bf26ce19ac2.
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to ..."
Problems with clang style
This reverts commit 8d6a5fb5d3c45cdfb0d06dd7f1f18aa8c870f8c1.
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... emitter type
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Was cause by shgroup reuse even if select state changed from previous dupli.
Also fixes T64438 Collection Instance object highlight wrong
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Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
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Now texture storage of images is defined by the alpha mode of the image. The
downside of this is that there can be artifacts near alpha edges where pixels
with zero alpha bleed in. It also adds more code complexity since image textures
are no longer all stored the same way.
This changes allows us to keep using sRGB texture formats, which have edge
darkening when stored with premultiplied alpha. Game engines seems to generally
do the same thing, and we want to be compatible with them.
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This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
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This removes:
- DRW_STATE_TRANS_FEEDBACK
- DRW_STATE_WIRE
- DRW_STATE_POINT
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This is a big change that cleanup a lot of confusing code.
- The instancing/batching data buffer distribution in draw_instance_data.c.
- The selection & drawing code in draw_manager_exec.c
- Prety much every non-meshes object drawing (object_mode.c).
Most of the changes are just renaming but there still a chance a typo might
have sneek through.
The Batching/Instancing Shading groups are replace by DRWCallBuffers. This
is cleaner and conceptually more in line with what a DRWShadingGroup should
be.
There is still some little confusion in draw_common.c where some function
takes shgroup as input and some don't.
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Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
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This removes ModelViewProjectionMatrix usage
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When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
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Differential Revision: https://developer.blender.org/D4657
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Fix instancing batches not being reused by custom bone shapes.
Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
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When in Axis alligned orthographic view a grid was always displayed.
With this change the user can enable/disable this grid.
The Grid is always visible and editable, but only rendered active when user is in quad view, or axis aligned ortho view.
Reviewers: brecht, fclem
Maniphest Tasks: T63517
Differential Revision: https://developer.blender.org/D4699
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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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Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.
view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
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frontside object in 3d-window
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.
I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.
Reviewed By: Clément
Differential Revision: http://developer.blender.org/D4504
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