Age | Commit message (Collapse) | Author |
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This diff adds a 6th drawing mode to the Waveform Scope.
The new mode shows the RGB colour channels overlaid as a "Full colour" waveform.
The old "Red Green Blue" mode is renamed "Parade" which is the standard industry
term for RGB channels shown side-by-side.
This full colour style of waveform is very much more useful for colour grading than the
Parade mode and is the default waveform for many artists.
Files from older Blender versions which show scopes open as expected.
Patch by John Cox (johnedwardcox), thanks!
Reviewers: sergey
Reviewed By: sergey
Subscribers: campbellbarton, tmw, Blendify
Differential Revision: https://developer.blender.org/D1936
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Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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Since 2.76 Blender no longer resets these after use,
this may break add-ons, so reset before calling region callbacks.
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Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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- LINE_STRIP to LINES when only drawing one
- group state changes for easier reading
- general cleanup
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- tighter scoping
- declare closer to use
- struct initializers
- bool vs int
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- vectorscope grid
- color ramp handles
- box shadows (image file preview)
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I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
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The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1688
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Differential Revision: https://developer.blender.org/D1645
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calculations and use the OCIO one instead.
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Comments only, no functional change.
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If we ever want OpenGL 3.2 core context quadstrips need to go anyway and while there is much more things that need to be done this is something that can be tackled without any mayor surgery.
And without losing any kind of compatibility with ancient GL.
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: psy-fi
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1027
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Also adds safe-area presets.
D325 by Diego Gangl with own edits.
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Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Color ramps with no handles caused issues.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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This gives a huge speedup gain for cases when you've got
rather huge markers on a byte images.
Done by skipping IMB_float_from_rect()/IMB_rect_from_float()
for such cases. We can sample the buffers without color space
conversion.
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This deduplicates/simplifies some code. Also cleanup up a bit scopes UI code!
Use new GRIP button for uiList grab-resize.
This allows us to greatly simplifies the code, and get rid of a few hacks in uiList event handling!
Note autosize mode of uiList is now trigered by any value of list_grip below a given threshold, rather than the fixed zero value...
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D343
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- display handles with solid color.
- active handle is highlighted.
- 1/4 of the colorband draws solid.
- use old-style handles when zoomed out.
D289 by Charlie Jolly with own modifications.
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character list UI widget and the members these used in 'G' global.
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Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.
In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
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