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2019-09-12Object Mode: don't use origin axis helpers for selectionCampbell Barton
2019-09-123D View: only show origin axes when in object modeCampbell Barton
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-08-263D View: show selected object axis when affect origins is enabledCampbell Barton
This replaces temporarily enabling draw-axis.
2019-08-26DRW: check exact draw flags before getting wire-frame colorCampbell Barton
Only some options need this.
2019-08-19View3D Grid: fix imperial grid drawingmano-wii
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
2019-08-08Fix T67638: Stretched Camera Background ImagesJeroen Bakker
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
2019-08-06DrawManager: Fix Camera Images Interfere During SelectionJeroen Bakker
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
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-24Fix background image rotation and offsetCampbell Barton
- Offset was halved & not compensating for non-square aspect. - Rotation was flipped.
2019-07-24Fix T67548: Camera background-image ignores shiftCampbell Barton
Regression from 2.79
2019-07-08Revert "Revert "Fix T63447 Particle system: No particles after switching ↵mano-wii
from hair to ..."" This reverts commit 45761e4c7cbbed2141afc97fb20b2bf26ce19ac2.
2019-07-08Revert "Fix T63447 Particle system: No particles after switching from hair ↵mano-wii
to ..." Problems with clang style This reverts commit 8d6a5fb5d3c45cdfb0d06dd7f1f18aa8c870f8c1.
2019-07-08Fix T63447 Particle system: No particles after switching from hair to ...Clément Foucault
... emitter type
2019-07-02Fix T66295 Collection instance duplicates don't have selection outlineClément Foucault
Was cause by shgroup reuse even if select state changed from previous dupli. Also fixes T64438 Collection Instance object highlight wrong
2019-06-27Cleanup: fix compiler warningsBrecht Van Lommel
2019-06-27ObjectMode: Fix selection points of LightGridsClément Foucault
2019-06-24Fix T65812: Image empty has wrong aspect with limit texture sizeCampbell Barton
2019-06-21Fix T62876: Camera Background ImagesJeroen Bakker
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
2019-06-19Fix T65918 DRW: Crash when add a any modifier to a curveClément Foucault
2019-06-07Fix T64625: Eevee image textures with alpha have dark edgesBrecht Van Lommel
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.
2019-05-30Fix T64510 Armature: Empty Not Visible as Bone custom shapeClément Foucault
2019-05-30DRW: Refactor to use object pointer for drawcall by defaultClément Foucault
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.
2019-05-303D View: Support light probe data clippingCampbell Barton
2019-05-28Cleanup: DRW: CodestyleClément Foucault
2019-05-28Cleanup: DRW: Rename DRW_STATE_BLEND_* for API clarityClément Foucault
2019-05-27Fix T65177: Camera frame visible in viewport renderJacques Lucke
2019-05-27Cleanup: DRW: Move WorldClipPlanes to builtin uniformClément Foucault
2019-05-22DRW: Remove some usage of DRW_viewport_matrix_getClément Foucault
2019-05-17Cleanup: DRW: Remove uneeded DRWState valuesClément Foucault
This removes: - DRW_STATE_TRANS_FEEDBACK - DRW_STATE_WIRE - DRW_STATE_POINT
2019-05-14Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copyClément Foucault
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-14DRW: Refactor: Use DRWCall to accumulate per instance attributesClément Foucault
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.
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
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
2019-05-10Overlays: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10DRW: Remove ModelViewMatrix UsageClément Foucault
2019-05-09DepsGraph: Multi ViewLayer SelectionJeroen Bakker
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
2019-05-093D Grid: Use View UBO & small cleanupClément Foucault
2019-05-08Object Overlay: Add dupli fast pathClément Foucault
2019-05-01UI: move object origin size preference to themesGeorge Vogiatzis
Differential Revision: https://developer.blender.org/D4657
2019-05-01Cleanup: comments (long lines) in drawCampbell Barton
2019-04-26Fix T62880 Severe FPS drop with multiple bone shapesClément Foucault
Fix instancing batches not being reused by custom bone shapes. Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
2019-04-18Cleanup: add trailing commas to avoid right shiftCampbell Barton
2019-04-18Overlay Engine: Option to Disable AA Ortho GridJeroen Bakker
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
2019-04-18Cleanup: comment blocksCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-04-11Fix T63467: Edge/vertex selection isnt working properly with X-ray set to 1Sebastian Parborg
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.
2019-04-113D View: Show the camera frame when Extra's is offCampbell Barton
2019-04-09Fix T62114: Wireframe mode selection: selects backside objects when clicking ↵Sebastian Parborg
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
2019-04-02Cleanup: empty expression statement warningCampbell Barton