Age | Commit message (Collapse) | Author |
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The operator is indeed not adding frames but inserting them at the current frame (shifting all subsequent ones). Changed the operator name and description.
Approved by Antonio.
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Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
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No need to add extra complexity of conditional dashing here for now!
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Note the ugly hack on number of segments for outline dashed circle, to
get an OK-ish rendering of dashes...
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This replaces all direct usage of:
- FIRSTBASE
- LASTBASE
- BASACT
- OBACT
Some usages still remain in legacy utility functions which are called
all over the place.
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The specialized color functions are better in every way:
- faster lookup (don't have to match "color" string)
- flexible inputs (RGB with separate alpha)
- automatic alpha = 1.0 if not specified
Sort of related to T49043
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When moved the options to toolsetting, this part was missing. The problem was not the pointer as suggested in D2629.
Thanks Arvīds Kokins for his help fixing this bug
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Here we can easily use a PRIM_TRIANGLE_STRIP instead!
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Conflicts:
source/blender/editors/gpencil/drawgpencil.c
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Do not recompute both points's 2D coordinates for each segments, we can
copy over from previous one... Does not gives any measurable speedup off
hands, though.
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This is a workaround while the PRIM_QUADS_XXX are still in the code
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Getting ready for a Gawain API change...
Part of T49043
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Single quads are drawn as a TRIANGLE_FAN, with 4 verts in the same order.
Multiple quads now use PRIM_QUADS_XXX and will need further work. Only 8 places still use this.
Part of T49043
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See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
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These were in BIF_glutil which is documented to be removed,
so best not define new API's there.
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- use 'imm_draw_' prefix for functions that draw.
- use '_3d' suffix for 3d functions, no suffix for 2d functions.
- use terms fill/wire (shorter than filled / lined).
Also add `imm_draw_circle_fill_3d` (only had wire version)
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Also de-duplicate poll functions
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Some of this was "tagged" for removal by Dec 2016.
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Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
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Conflicts:
source/blender/editors/animation/anim_draw.c
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Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
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There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
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Conflicts:
source/blender/editors/space_action/action_draw.c
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Reported by coverity scan.
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Now it is possible to select if the blank frame is created in active
layer only or in all layers.
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Experimental option for the Reproject Strokes operator to project strokes on to
geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way.
The current implementation is quite rough, and may need to be improved before it
is really ready for use. Potential issues:
* Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion
as we don't have float version of one of the projection funcs
* Jagged depth if there are gaps, since it will default back to the 3d-cursor plane
if no geometry was found (instead of doing some fancy interpolation scheme)
* I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...
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