Age | Commit message (Collapse) | Author |
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Fixed a few issues
- wrong transform matrices
- assert on node with no sockets
- color of collapsed nodes, some title areas
Also includes minor cleanup.
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A few of these were redundant, others could be converted to new matrix API.
Part of T49450
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multiple search of same op.
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Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c.
This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left.
glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon.
Part of T49450
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It works fine if you uncomment it, it shows a bigger circle around the re-route element, with a different color based on the selection state
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The code in question was marked as /* not used in 2.5x yet */.
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Part of T49043
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Conflicts:
source/blender/editors/space_nla/nla_draw.c
source/blender/editors/space_view3d/view3d_draw.c
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Initialize a rectangle from point+size.
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Part of T49043
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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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Part of T49043
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And change relevant function calls.
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Note: This makes the jittering to not work :/
@merwin, would you know how to use gpuMatrixBegin2D for this case? I
think it must be the reason behind the lack of jittering. But I couldn't
get it to work (the 2D shader is asking for a 3D Matrix).
Part of T49043
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Replaced GL_POLYGON in various places.
Ported UI_draw_roundbox_unfilled
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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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Also converted ED_node_draw_snap from drawnode.c
Committing these together, as they are inter-dependent.
Part of T49043
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This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
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Part of T49043.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/space_view3d/drawobject.c
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Yep. Kinda ridiculous, but forgot to handle the very node trees
data-blocks in that editor!
Related (but not fixing) to T49991.
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all is in the title too..
Reviewers: merwin
Reviewed By: merwin
Subscribers: Blendify, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2337
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all is in the title.
Reviewers: merwin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2336
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1 or 2 draw calls per node instead of 1 per socket (inputs + outputs).
Rearranged draw order so we set uniforms less frequently.
Some style & dead code cleanup.
Part of T49043
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I use your new point shader to draw the node's soket
Reviewers: Severin, merwin
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2286
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UI_draw_roundbox_gl_mode
I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274
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Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
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Currently it pointlessly repeats the material name there, separated by
slashes. That obviously should display the nested group path instead.
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When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
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socket layout.
Node tree update calls in the middle of a socket loop are dangerous, they can change sockets
on group nodes and link instances in particular. Updates should only happen after the operator
has finished.
Simply removed the extra convenience check for validity now. Worst case an invalid (red) link
is created which can be removed by the user as well and should simply be ignored by node systems.
The update system in nodes needs a complete rewrite to handle complex cases like this, where an
operator may need to react to changes during its execution.
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Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those.
Fixes T49006.
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Improve current Grease Pencil in order to get a better 2D animation tool.
More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov
Reviewed By: Severin, aligorith, campbellbarton
Patch by @antoniov, with edits by @Severin.
Differential Revision: https://developer.blender.org/D2115
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node group
This patch fixes the annoyance that when creating a node group where one of its nodes is connected
to several other nodes, a separate output will be created for each link, even though they're all
connected to the same socket in the group.
Now, before adding an output for an outgoing link, the existing outputs are checked to find whether
any output is already connected to the same socket. If such an output is found, it is reused instead of
creating a new one.
Reviewers: Severin
Subscribers: Blendify
Differential Revision: https://developer.blender.org/D1836
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Also allows us to get rid of a few _copy_ex() versions...
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handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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Since the color wheel can't handle negative colors usefully, use a basis value for the initial RGB.
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