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2018-06-29Cleanup: Add/use function to get area width/height from area verticesSeverin
This used to be rather cryptic and it was easy to forget the `+ 1` which in fact is needed to get the correct width/height, see e626998a262ebe4f. This should also fix some minor off-by-one errors.
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-28GLRefactor: partially remove gl calls from source/blender/editors.Ray Molenkamp
This translates the gl calls to the new GPU_ wrappers from D3501. Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis. This fixes 13 of the 28 failing editors when building without opengl. For the list of substitutions see D3502 Reviewers: brecht Differential Revision: https://developer.blender.org/D3502
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-04-27WM: new offscreen window draw method to replace all existing methods.Brecht Van Lommel
For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061
2018-04-23Indentation cleanupDalai Felinto
2018-04-22UI: Editor outline color themableDalai Felinto
Note: Not bothering with doversion, re-using 280, 10 bump.
2018-04-22Embossing for the areas only, with unified colorDalai Felinto
We bring back embossing however only for areas. We use the same color for the corners.
2018-04-22UI: Draw round corners between the editorsDalai Felinto
This makes easier to distinguish between different editors (as oppose to an editor and its regions). Note action zones look a bit strange with this. I recommend we do next: * Make sure all 4 corners can be used as action zones. * Remove their drawing code (or show them only on mouse hover).
2018-03-06Screen: Fix screen layout preview render.Clément Foucault
2018-02-17Code cleanup: remove WM subwindows.Brecht Van Lommel
These no longer made much sense after regions were added, they just duplicated state that was already in the regions.
2018-02-14GPU: use alpha blend that works for drawing to transparent buffer.Brecht Van Lommel
It's unlikely to ever be intentional to square the source alpha, as happens with glBlendFunc, so this changes the blending throughout the code.
2018-02-13GPU: add offscreen buffer drawing utility functions.Brecht Van Lommel
2018-01-21Merge branch 'master' into blender2.8Germano
# Conflicts: # intern/cycles/blender/blender_mesh.cpp # source/blender/editors/screen/screen_ops.c # source/blender/editors/space_view3d/drawobject.c
2018-01-21Update description of the screen_draw functionsGermano
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-19Cleanup: sync w/ blender2.8 branchCampbell Barton
Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-04GPU_offscreen: Add option for high bit depth.Clément Foucault
This way we can render in HDR and read the real pixel values.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-06-01Main Workspace IntegrationJulian Eisel
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-04-07OpenGL: use PRIM instead of GL enum for immBeginMike Erwin
Getting ready for a Gawain API change... Part of T49043
2017-04-06Gawain: VertexFormat_add_attrib (function name change)Mike Erwin
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_ ... )
2017-03-30fix screen layout thumbnails (T51078)Mike Erwin
GPU_framebuffer no longer handles transform matrices, which this code was relying on. Made screen_preview_draw responsible for its own ModelView matrix.
2017-03-21OpenGL: convert to new matrix API (part 4)Mike Erwin
Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
2017-02-24Fix break in drawscredge_area_draw when in fullscreenDalai Felinto
2017-02-23OpenGl immediate mode: fix screen_draw.cLuca Rood
* Fix several wrong coordinates, causing things to be drawn in the wrong places. * Remove unexpected return. * Slight peformance improvement, by reducing number of shader binds. * Minor code style stuff. Part of T49043
2017-02-22OpenGl immediate mode: screen_draw.cClément Foucault
2016-12-09Move screen drawing functions into new screen_draw.cJulian Eisel
2016-12-01UI: Previews for screen layoutsJulian Eisel
Basically all this does is drawing layout previews into the opened layout search menu. https://youtu.be/RHYWtZP7pyA The previews are drawn using offscreen rendering so they can't use multi-threading (yet!). But that shouldn't be an issue since only a handful of previews are drawn at the same time. Normally we only need to redraw the preview if a screen layout was changed. Would be nice if PreviewImage could store if it supports threaded rendering. Previews are saved in files, might be useful if you later want to support appending layouts. Adds a new file screen_draw.c.