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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
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Add maximum string length argument to UI_fontstyle_draw to reduce usage
of BLF_DRAW_STR_DUMMY_MAX. Reorders arguments to UI_fontstyle_draw_ex
See D13794 for more details.
Differential Revision: https://developer.blender.org/D13794
Reviewed by Campbell Barton
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This isn't saved to the preferences,
so there is no need to store in DNA.
Also remove unused `r_to_l` member.
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Ref T92709
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Allow the use of floating-point values for font point sizes, which
allows greater precision and flexibility for text output.
See D8960 for more information, details, and justification.
Differential Revision: https://developer.blender.org/D8960
Reviewed by Campbell Barton
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Remove the need to include the window manager & editor functions
in low level font rendering code.
- The default font size is now set when changed in the preferences.
- Flushing cache is set as a callback.
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Also justify rounding up font width.
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While c7d94a7827a5be9343eea22a9638bb059f185206 exposed this bug,
this was caused by text widths being calculated without taking the zoom
level into account since drawing at a smaller size is often wider than
the width of the larger text scaled by the zoom.
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Currently, the drop indicator colors are hardcoded to white text on semi-transparent black background.
This patch makes the drop indicator use the tooltip theme settings, as they serve a similar purpose.
{F10530482, size=full}
All built-in themes seem to work well and got improved readability.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12588
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This patch removes the "Kerning Style" option for UI widget font
drawing and uses only the current default of "Fitted", since the other
option of "Unfitted" is just the result of truncation errors.
see D12231 for much more information.
Differential Revision: https://developer.blender.org/D12231
Reviewed by Campbell Barton
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This was included for `FILE *` which isn't used in the header.
Ref D10799
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Passing 4x arguments for the rectangle,
mixed in with round-box radius & color wasn't very readable.
Instead, pass a `rctf` as the first argument to UI box drawing functions.
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This introduces the User Interface part of the Asset Browser, based on the
design in T54642.
Additions:
* New Asset Browser (internally a sub-editor of the File Browser).
* Navigation region showing asset categories.
* Main region showing the assets of the selected asset library with previews.
The assets may be stored over multiple .blends in the directory that's
"mounted" as asset library in the Preferences. They will all be shown in this
list.
* Header with an asset library dropdown, allowing to choose the active asset
library to show. Options are the "Current File" as asset library and all
custom libraries.
* Display popover, filter popover and search box (partially dummies, see
T82680).
* Sidebar showing the metadata of the currently active file (name, preview,
description and tags), which can be edited for assets in the "Current File"
asset library. (For others it will reset on reload.)
* The sidebar includes a button to load a custom preview image from a file.
* Make asset files draggable (with preview image).
* If a library with invalid path is selected, a message is drawn in the main
region to help the user understand what's wrong.
* Operators to add and remove asset tags. Exposed in the sidebar.
* "Only Assets" option for Link/Append.
* Internal utilities for asset UI scripts.
For screenshots or demo videos, please see D9725. Or the 2.92 release notes.
Note that there are many things to be tweaked and polished in the Asset Browser
UI still. For example, the filter and display popovers are mostly dummies. See
T82680.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9725
Reviewed by: Brecht Van Lommel, Hans Goudey
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Default text output routines (which do not specify a size) will now use Text Style point size.
Differential Revision: https://developer.blender.org/D9107
Reviewed by Brecht Van Lommel
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I only skipped a few loops in the monstrous ui_handle_menu_event
function. Also, I only changed variable names where necessary to
prevent redeclarations.
Differential Revision: https://developer.blender.org/D8586
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Adds the ability to print text in bold or italics style, synthesized from a single base UI font.
Differential Revision: https://developer.blender.org/D7893
Reviewed by Brecht Van Lommel
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Also remove draw-manager & depsgraph headers in interface_icons.c
Change this in 2.83 to prevent merge issues in master with
interface_intern.h header.
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- Show dimmed text for the menu entries leading up to the menu item.
- Show icons between the menu text and menu item.
- Use unicode right pointing triangle instead of arrow.
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Internally these values are ints.
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There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.
Differential Revision: https://developer.blender.org/D6854
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This means Blender can display more text correctly without having to enable
user interface translation. Previously the quality of the font was lower,
but that has been fixed now.
The font files have now been ungzipped, which results in faster file loading
as Freetype can read only the parts of the file that it needs. Blender download
size should not increase since the release package is compressed.
This includes improvements for Cyrillic characters from the latest DejaVu
Sans fonts from D6960, contributed by Harley Acheson. Fixes T74097.
Differential Revision: https://developer.blender.org/D6854
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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
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Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D4518
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Prevents clang-format wrapping text before comments.
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Word wrap and alignment layout args only used by UI_fontstyle_draw
were vars in uiFontStyle.
These were written to before drawing, so better pass as an argument.
Pass uiFontStyle & uiWidgetColors as const args.
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Resetting the theme to default would set the shadow brightness to 1.0f,
which was used as emboss when we used dark text on brighter backgrounds.
Now that we use white labels, bright shadows just makes all text fuzzy.
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This effectively moves up the text by one pixel to make it look more
centered in the button and relative to the icon.
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This changes the text hinting setting to be an enum with options
Auto / None / Slight / Full. The default is Auto which currently disables
hinting.
The hinting was tested with a new FreeType version, but this is not what
is used on the buildbots an official release environment, and the fonts
look quite bad because of that. Once FreeType has been upgraded we can
change the default.
Even then the results are not ideal, perhaps due to missing subpixel
positioning and linear color blending support in BLF.
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Now disabling anti-aliasing doesn't impact sequencer, render stamp etc.
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D3201 by @ambient w/ edits not to impact fonts used for rendering
(only change display for UI text).
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