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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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Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.
Backport to Blender 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9038
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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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This case was leaving some data uninitialized, producing some NaNs in the
fragment shader.
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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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Also correct own correction from 58b8724a4892
thanks @mont29 for raising this.
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This was introduced in 6c9ec1c893f9. The overlays can now be drawn when
PBVH drawing is not enabled, but the PBVH should still exist in the
SculptSession in order to draw them. Before, it was avoiding the crash
by checking use_pbvh as BKE_sculptsession_use_pbvh_draw also checks if
the PBVH exists.
Reviewed By: sergey
Maniphest Tasks: T81268
Differential Revision: https://developer.blender.org/D9044
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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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Assert happened as it could not create uv batches without an UVMap.
Solution is to only request those batches when the UVMaps are available.
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Issue introduced by 68651534c263 due to an incorrect merge/rebase
It was resetting the AO buffer every time the time step happened.
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For the self overlap result, each intersection pair does not need to
be tested twice.
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With the new image editor drawing there were was some mutual exclusive
functionality. When rendering the alpha was shown correctly or the pure
emissive colors were shown correctly, but never both. The cause of this
is that the image_gpu did not used the correct alpha mode when generating
gpu textures for non-images (render results, compositors viewer)
The implementation always checked the alpha_mode. Alpha mode is an
attribute for images, but aren't set for non images. This patch adds
a more detailed check to ensure that the gpu texture is premultiplied.
The issue has been tested using several bug report files and production
files.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8978
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When introduced in rB1ca1744c29e2, the Weight Paint Overlay XRay's
corresponding depth pass was not considering clipping planes.
Maniphest Tasks: T81013
Differential Revision: https://developer.blender.org/D8970
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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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IMAGE_DEPTH is used for bit depth.
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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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Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
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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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This implements a new overlay that blends the bakground color over the
objects that are not in the same mode as the active object, making
them fade with the background.
This is especially needed for sculpt mode as there is no other overlay
or indication in the viewport to display which object is active.
This is intended to be used with D7510 in order to have a faster
workflow when sculpting models with multiple objects.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8679
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This adds an option for the HDRI rotation to follow the view rotation.
When this option is enabled, this allows EEVEE materials to be used as
matcaps for sculpting and painting.
This has an extra performance cost when orbiting around the model as the
lookdev cache needs to be recalculated, but in my test it is barely
noticeable.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8566
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This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas.
After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass.
See T79878 for more details
Differential Revision: https://developer.blender.org/D8932
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When repeat image was active the image was drawn in the foreground
making most uv overlays not visible. This change creates a shared
defined value for repeating and not repeating images.
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Was caused by non-initialized variables before a return inside
the vertex shader.
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Introduced in {rBd6525e8d133b787655bdb2c2fcef218591a457c3}
Compiler: Apple LLVM version 10.0.1 (clang-1001.0.46.4)
Target: x86_64-apple-darwin18.7.0
Thread model: posix
```
source/blender/draw/engines/image/image_shader.c:46:13: warning:
suggest braces around initialization of subobject [-Wmissing-braces]
} e_data = {0}; /* Engine data */
^
{}
1 warning generated.
```
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8873
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The output layout was wrong and it's a mistery why it works on most
implementations since it's clearly a wrong usage.
Thanks @sebbas for helping narrowing down the issue.
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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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Regression introduced by D8234. In stead of using the active uv map, the
render uv map was drawn. This change will use the active uv map.
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Regression introduced by D8234.
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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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There is a driver bug that makes all the end of the structure unreadable.
Workaround this by just declaring a vec4 an unpacking manually.
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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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The UV/Image editor was doing interpolation including over the alpha
value what makes will render incorrectly when interpolating between pure
emissive colors and pre multiplied colors. This change disabled the
interpolation.
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This reverts commit f492c8d488b7eb2166ca894e10a8128a1678a885.
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When applying alpha, an alpha of 0.0 was always ignored, creating the
Halo
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There are some areas that don't handle pure emissive colors well. For
example erasing alpha using 2d or 3d painting. Or blurring an image in
the compositor.
This patch makes the rendering of pure emissive colors optional. In the
side panel of the Image editor it can still be enabled when needed.
There currently isn't a better place to store it as it is related on how
the image (or a layer of the image) is created. A future design needs to
make sure that the full workflow is supported.
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