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2022-04-04Fix T95678: Thumbnails are not working with big / large ObjectsGermano Cavalcante
The internal camera used to render the thumbnails also has to consider `clip_start` and `clip_end`. Reviewed By: Severin Maniphest Tasks: T95678 Differential Revision: https://developer.blender.org/D14138
2022-04-04Cleanup: ensure space after file named in headersCampbell Barton
Add blank lines after file references to avoid them being interpreted as doc-strings the following declarations.
2022-03-28Cleanup/Refactor: remove unused 'SNAP_ONLY_ACTIVE' enum parameterGermano Cavalcante
`SNAP_ONLY_ACTIVE` was implemented in order to be used in the Knife tool, but the project did not go ahead.
2022-03-10Cleanup: spelling in comments & some minor clarificationsCampbell Barton
2022-03-01Cleanup: ED_view3d_win_to_delta & ED_view3d_calc_zfac usageCampbell Barton
- Rename ED_view3d_win_to_delta `mval` argument to `xy_delta` as it as it was misleading since this is an screen-space offset not a region relative cursor position (typical use of the name `mval`). Also rename the variable passed to this function which also used the term `mval` in many places. - Re-order the output argument of ED_view3d_win_to_delta last. use an r_ prefix for return arguments. - Document how the `zfac` argument is intended to be used. - Split ED_view3d_calc_zfac into two functions as the `r_flip` argument was only used in some special cases.
2022-02-18Cleanup: move camera-view pan/zoom into utility functionsCampbell Barton
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-31Cleanup: comments and minor changes to GPU_select codeCampbell Barton
- Remove outdated references to glReadPixels & OpenGL. - Rename GPUPickState.{gl => gpu} - Add doc-string for MAXPICKELEMS. - Use doxygen comments & other minor doc-string improvements.
2022-01-31Cleanup: use struct for GPU the select bufferCampbell Barton
GPU_select originally used GL_SELECT which defined the format for storing the selection result. Now this is no longer the case, define our own struct - making the code easier to follow: - Avoid having to deal with arrays in both `uint*` and `uint(*)[4]` multiplying offsets by 4 in some cases & not others. - No magic numbers for the offsets of depth & selection-ID. - No need to allocate unused members to match GL_SELECT (halving the buffer size).
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2021-12-14Cleanup: resolve parameter mis-matches in doc-stringsCampbell Barton
Renamed or removed parameters which no longer exist.
2021-12-13Cleanup: spelling in commentsCampbell Barton
Also move notes about where noise functions come from into the function body as it's not relavant to the public doc-string.
2021-12-10Cleanup: move public doc-strings into headers for various API'sCampbell Barton
Some doc-strings were skipped because of blank-lines between the doc-string and the symbol and needed to be moved manually. - Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. Ref T92709
2021-12-09Cleanup: spelling in commentsCampbell Barton
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-11-12Cleanup: move 'imm_drawcircball' to 'gpu_immediate_util.c'Germano Cavalcante
2021-11-11Merge branch 'blender-v3.0-release'Campbell Barton
2021-11-11Fix T92954: Loop Cut Tool preview line visible during operationCampbell Barton
Apply a local-workaround instead of adding support for this use-case since pre-selection isn't the intended purpose of gizmos. This also resolves a glitch where poly-build and loop cut would briefly show loop-cut or poly-build pre-selection after transforming. See gizmo_preselect_poll_for_draw note for more details.
2021-11-08Merge branch 'blender-v3.0-release'Germano Cavalcante
2021-11-08Fix snap cursor not active even if gizmo is availableGermano Cavalcante
Error introduced in rB69d6222481b4 and partially fixed in rB24310441ddc8. When gizmo was turned on but the scene has more than one 3D viewport, one of them the snap cursor did not appear.
2021-11-03GPencil and Annotation: Use cached depth to perform depth testing operationsGermano Cavalcante
Operations such as erasing with occlusion and drawing on the surface require reading the depth buffer. However, this is being done with minimal efficiency. Currently, to read the depth corresponding to each point of the new stroke, a ReadPixel is called to send a message to the GPU and read the depth of the corresponding pixel in the VRAM. The communication between GPU and CPU is known to be a slow operation so it is good to be avoided. Therefore, save the entire depth buffer in a cache to be read directly from the RAM. (Also the `ED_view3d_autodist_depth` and `ED_view3d_autodist_depth_seg` have been removed since they are no longer used). Reviewed By: antoniov, fclem Differential Revision: https://developer.blender.org/D10894
2021-11-02Fix snap cursor still active even when gizmo is not availableGermano Cavalcante
The snap cursor continued to appear even when the workspace is changed for example. So add the region to check in the cursor pool.
2021-10-28Cleanup: remove 'ED_view3d_cursor_snap_exit'Germano Cavalcante
The callers of `ED_view3d_cursor_snap_active` that must handle the snapping of the cursor. Forcing release at the end can hide leaks.
2021-10-25Assets: Snapping with visual feedback while draggingGermano Cavalcante
The drag and drop feature of objects in 3D View has been modified to include: - Snap the object being dragged. - Visual feedback through a box and the placement tool grid. Maniphest Tasks: T90198 Differential Revision: https://developer.blender.org/D12912
2021-10-20View3D: Cursor Snap RefactorGermano Cavalcante
Make the snap system consistent with the placement tool and leak-safe. **Changes:** - Store `SnapCursorDataIntern` in a `static` variable; - Initialize (lazily) `SnapCursorDataIntern` only once (for the keymap). - Move setup members of `V3DSnapCursorData` to a new struct `V3DSnapCursorState` - Merge `ED_view3d_cursor_snap_activate_point` and `ED_view3d_cursor_snap_activate_plane` into `state = ED_view3d_cursor_snap_active()` - Merge `ED_view3d_cursor_snap_deactivate_point` and `ED_view3d_cursor_snap_deactivate_plane` into `ED_view3d_cursor_snap_deactive(state)` - Be sure to free the snap context when closing via `ED_view3d_cursor_snap_exit` - Use RNA properties callbacks to update the properties of the `"Add Primitive Object"` operator
2021-10-20View3D: expose snap selection as a utility funcitonCampbell Barton
This makes it convenient to position appended objects, see: T92111.
2021-10-19Cleanup: remove unused member and rearrange functionGermano Cavalcante
2021-10-18Snap and Placement Gizmo RefactorGermano Cavalcante
Move most of the gizmo snap and placement code to `view_cursor_snap.c`. Simplify and extend the snap API. Differential Revision: https://developer.blender.org/D12868
2021-09-08Asset: Dropping Material assets on material slot under mouse cursor.Jeroen Bakker
This patch allows dropping material assets from material slot under the mouse cursor. Before this change the material slot had to be hand-picked from the properties panel. For consistency it is chosen to do this in any shading mode as the tooltip shows what is exactly going to happen during release. The feature also works for other object types than Meshes as it uses the drawn surface on the GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0 cards and are very responsive. Reviewed By: fclem, Severin Differential Revision: https://developer.blender.org/D12190
2021-06-28Cleanup: de-duplicate 3D-view depth calculation functionCampbell Barton
2021-06-28Cleanup: repeated terms in code comments & error messagesCampbell Barton
2021-06-21Refactor: Do not keep a copy of depth buffer in RegionView3DGermano Cavalcante
The depth cache (located in `RegionView3D::depths`) is used for quick and simple occlusion testing in: - particle selection, - "Draw Curve" operator and - "Interactive Light Track to Cursor" operator, However, keeping a texture buffer in cache is not a recommended practice. For displays with high resolution like 8k this represents something around 132MB. Also, currently, each call to `ED_view3d_depth_override` invalidates the depth cache. So that depth is never reused in multiple calls from an operator (this was not the case in blender 2.79). This commit allows to create a depth cache and release it in the same operator. Thus, the buffer is kept in cache for a short time, freeing up space. No functional changes.
2021-06-21Fix T32214: Wireframe edge select fails with verts behind the viewCampbell Barton
This resolves a long standing bug in edge selection (picking, circle, box & lasso). Now when one of the edges vertices fails to project into screen space, the edge is clipped by the viewport to calculate an on-screen location that can be used instead. This isn't default as it may be important for the on the screen location not to be clipped by the viewport.
2021-06-21Cleanup: pass objects as const argumentsCampbell Barton
2021-06-01GPU: add 2D projection functionCampbell Barton
When projecting into screen space Z value isn't always needed. Add 2D projection functions, renaming them to avoid accidents happening again. - Add GPU_matrix_project_2fv - Add ED_view3d_project_v2 - Rename ED_view3d_project to ED_view3d_project_v3 - Use the 2D versions of these functions when the Z value isn't used.
2021-05-21Cleanup: quiet -Warray-parameter warnings from GCC11Campbell Barton
Some warnings remain that require larger changes.
2021-04-053D View Utils: Add 'margin' parameter to 'ED_view3d_depth_read_cached'Germano Cavalcante
Matches the alternative function ED_view3d_autodist_depth, but is more efficient since it uses the cache. No functional changes.
2021-03-30Cleanup/Refactor: Unify functions that redraw the depth bufferGermano Cavalcante
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
2021-03-22Fix T86666: Lasso and Circle select tools selecting objects behind clip_minGermano Cavalcante
Although it works well in most cases, the algorithm to detect if a point is within the limits of the camera does not work well in othographic mode. This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused). Differential Revision: https://developer.blender.org/D10771
2021-02-14Cleanup: spellingCampbell Barton
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-12-14UI/Assets: Support generating object preview imagesJulian Eisel
Object previews are really helpful for visual data-block selection, like asset browsing. Having them be generative should also be quite handy and should work well enough in many, if not most cases. What this does is simple: * Place the object (actually a deep copy of it, for thread safety) in a virtual .blend into an empty scene/view-layer. * Add a camera, point it towards the front of the object, assuming that means pointing towards its +Y axis. * Use "Camera Fit Frame to Selected" logic to put the object into frame. * Create a threaded off-screen render. Of course, such an automatic preview will not work in all situations. E.g. it currently does a bad job capturing a single plane. We could add options for more advanced automatic previews, but probably custom previews is more important, which I committed already (812ea9184221). Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Reviewed as part of https://developer.blender.org/D9719. Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-11-20Add Object Tool: support placing objects in orthographic axis viewsCampbell Barton
When an projecting onto a plane that is orthogonal to the views Z axis, project onto a view aligned axis then map it back to the original plane. see: ED_view3d_win_to_3d_on_plane_with_fallback Since the depth can't be properly visualized in 3D, display a 2D so it's possible to to tell the depth from the cursor motion.
2020-11-20Cleanup: remove unused off-screen drawing structCampbell Barton
2020-11-07View3D: take clipping into account for Frame AllCampbell Barton
Clamp the min/max used for Frame All/Selected by the clipping region if it's set. Resolve T81050
2020-11-02Fix T77819: Snap Incremental does not match grid in all casesGermano Cavalcante
The behavior of the incremental snap did not take into account the relative dimensions of the window, which resulted in a different behavior if the area height was greater than the width.
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-08-03Cleanup: remove unused code, update commentsCampbell Barton