Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: Rename ScrArea variables from sa to areaJulian Eisel
Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432. Now the area and region naming conventions should be less confusing. Mostly a careful batch rename but had to do few smaller fixes. Also ran clang-format on affected files.
2020-03-25Cleanup: use 'r_' prefix for output argumentsCampbell Barton
Also pass some args as 'const'.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-19Fix T73931: Stereo Viewport Color ManagementJeroen Bakker
Stereoscopic viewport didn't support Color Manangement due recent changes in the color management pipeline. In order to solve the issue we will migrate the strereo rendering into the GPUViewport. This will share some textures and reduce required GPU memory. Reviewed By: fclem, dfelinto Differential Revision: https://developer.blender.org/D6922
2020-03-17VR: Initial Virtual Reality support - Milestone 1, Scene InspectionJulian Eisel
NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-13Cleanup: pass const args (mostly Scene & RenderData)Campbell Barton
2020-03-06Cleanup: Rename ARegion variables from ar to regionJulian Eisel
The old convention was easy to confuse with ScrArea. Part of https://developer.blender.org/T74432. This is mostly a batch rename with some manual fixing. Only single word variable names are changed, no prefixed/suffixed names. Brecht van Lommel and Campbell Barton both gave me a green light for this convention change. Also ran clan clang format on affected files.
2020-03-06CodeCleanup: Use eDrawTypeJeroen Bakker
This patch will make use of the eDrawType where it was used as a variable or parameter name. The eObjectDrawType was renamed to eDrawType as it is also used by `View3DShading.type`.
2020-03-06CodeCleanup: Added enums to opengl render functionsJeroen Bakker
Motivation the functions get 3 different kind of flag parameters (ImBuf, DrawType, OffscreenRendering) the naming of the flags were not clear, leading to mistakes and unnecessary time spend debugging.
2020-02-27Improve usage of recent golden ratio definePhilipp Oeser
- fix typo - set back to conjugate value and use as such Followup to rB95175c3b5e2b.
2020-02-26Fix T74236: Golden ratio in camera composition guides is not workingPhilipp Oeser
Caused by 52da1b6e2b54 (where it was switched from a value to a define - but the define was wrong...)
2020-02-18Fix T73793 Walk navigation crosshair gets hidden behind objectsClément Foucault
This is a bug that the recent refactor exposed. Some widgets were drawing with alpha set to 0.
2020-02-15Cleanup: use define for golden ratioCampbell Barton
Move from workbench_private.h where it wasn't used.
2020-02-093D View: support axis views with axis-aligned rollCampbell Barton
Previously any of the named views could not have any roll, this commit supports roll as long as it's axis-aligned (90,180,270 deg). This is useful for snapping to views, an improvement on cebd025e02f11.
2020-02-07Cleanup: remove legacy OpenGL viewport clipping codeCampbell Barton
2020-02-07Cleanup: Remove view3d_draw_legacy.cDalai Felinto
This file was originally a placeholder for all the old functions that have not yet been ported to the new draw system. Over time all the functions that needed refactor were gone, and the functions here are still needed. While moving the functions around I removed dead code and made sure the existent comments start with a capital letter and end with a full stop.
2020-02-02Fix error showing viewport unitsCampbell Barton
Out of bounds buffer unit-system index with zoomed out viewport.
2019-12-13Cleanup: unused function, spellingCampbell Barton
2019-12-11DrawManager: Disable Clipping in material/rendered modeJeroen Bakker
Viewport: Disable Clipping For EEVEE and External Renderers Currently it is possible that, when using viewport clipping, the display and tools communicate different information to the user then the renderer does. The reason is that the renderer does not support viewport clipping. Both EEVEE and Cycles do not support it. This patch will disable the clipping in all the tools and drawing code when the viewport drawing mode is `Material Preview` or `Rendered`. This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if clipping is enabled for the given `rv3d` and `v3d`. Also in places where it was needed we added the `ViewContext` as a carrier for the `View3D` and `RegionView3D`. There are a few areas in the tooling (select, projection painting) that still needs to be tackled after this patch. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6047
2019-12-06Draw: Removal of MultiSample BuffersJeroen Bakker
Multisample buffers were used for smooth line drawing. As we now have an algorithm that doesn't need the multisample buffers we can remove them. The user preference for viewport multi_sampling is replaced by single toggle overlay `use_overlay_smooth_wire`. By default this setting is enabled as the new drawing is really quick (<1ms) and uses zero hacks. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6367
2019-11-30Cleanup: remove unused NDOF iconsCampbell Barton
2019-11-28EEVEE: Viewport RenderpassesJeroen Bakker
This patch will allow the user to select the EEVEE renderpass to be shown in the viewport by default the combined pass will be shown. Limitations: * Viewport rendering stores the result in a `RenderResult`. RenderResult is not aware of the type of data it holds. In many places where RenderResult is used it is assumed that it stores a combined pass and the display+view transform are applied. I will propose to fix this in a future patch. But that is still being designed and discussed. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6319
2019-10-11UI: Fix grid scale text not having shadows in the 3d view infosAlessio Monti di Sopra
This commit adds a shadow to the grid scale info text in the 3d View, to make it more visible like the rest of that section. {F7798605} Differential Revision: https://developer.blender.org/D6025
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-04Shading Modes: Material and Render PreviewJeroen Bakker
This change implements the basics as described in {T68312} for the shading modes. * LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup. * Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles. * Renderers will be able to customize the shading settings panel and add additional settings. Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5612
2019-08-20Cleanup: clang-format, sorted listsCampbell Barton
2019-08-20Fix crash with no grid unitmano-wii
2019-08-20Fix T61286: Viewport grid units not visiblemano-wii
The original code was commented on. Unlike blender 2.79, the grid units are now displayed only when RV3D_VIEW_IS_AXIS. The visible subdivisions in the grid are made by the GPU and depending on the pixel. The code used here only mimics this behavior and adds a bit of overhead. Reviewers: fclem, campbellbarton Subscribers: FloridaJo, zlsa, rl.amorato, EitanSomething Differential Revision: https://developer.blender.org/D4325
2019-08-19View3D Grid: fix imperial grid drawingmano-wii
This is a step to finish the D4325 and fix the T61286. Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`. The idea of the code is to pass the steps of the grid already dimensioned as a uniform. Another important thing to note is that subdivisions now only affect the grid without unity. This matches the 2.7x Blender versions. No performance loss (almost no gain too). Reviewers: fclem Subscribers: zlsa, rl.amorato Differential Revision: https://developer.blender.org/D4379
2019-08-15WM: reuse visible region calculationCampbell Barton
Avoids calculating the visible part of a region whenever on-screen overlays are drawn.
2019-07-31Refactor access to dependency graphSergey Sharybin
This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-30Fix crash clicking in the 3D view on startupCampbell Barton
Setting the 3D view cursor on startup could crash because the viewport hasn't been assigned to the region.
2019-07-10Fix crash when clicking in window while Blender startsSybren A. Stüvel
A mouse click in the window will trigger the `VIEW3D_OT_cursor3d` operator before the viewport is available. This causes a segfault in `GPU_viewport_engines_data_validate()`. Other callers of `WM_draw_region_get_viewport()` already check for `NULL` being returned and handle it gracefully. Reviewed By: jbakker, fclem Differential Revision: https://developer.blender.org/D5216
2019-07-02Fix T66322 Object with particle system have expanded selection regionClément Foucault
This was caused by wrong pixsize calculation during selection. Note that this was affecting selectability of lamps too.
2019-06-25Preferences: changes to navigation gizmoCampbell Barton
- Add 'Navigation Buttons' preference, used for 2D views (previously this couldn't be disabled). - Add "Off" option for 3D view axis. - Support minimal axis with navigation buttons.
2019-06-06Python API: allow external render engines to use Eevee for LookDev shadingBrecht Van Lommel
This is enabled with bl_use_eevee_viewport = True. It allows external engines to generate an Cycles/Eevee shader node setup to emulate their materials in the realtime viewport, or to leave it to users to do manually. Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing anymore. This should not break API compatibility, any scripts setting those should continue to work the same as before. Also adds descriptions for some RenderEngine settings.
2019-05-21Viewport: MSAA support during ViewportRenderingJeroen Bakker
When rendering viewport to an offscreen buffer the buffer was constructed for non anti aliasing (0 samples). This made the objects that are drawn by the `object_mode` including `wireframe` draw type non-anti-aliased. The offscreen buffers will be constructed based on the user setting for viewport multisampling (`U.ogl_multisamples`). The same setting will also be used when previewing scene strips in the sequencer. For now this only improves wireframe drawing in the scene strips. To improve the Anti aliasing in the scene strips we need to get finer control in the draw manager. This will be part of a different patch I am preparing. Please note that this patch also cleansup some unused code in the offscreen rendering (FSAA code was still existing, but never called) Reviewed By: brecht Maniphest Tasks: T64849 Differential Revision: https://developer.blender.org/D4907
2019-05-21OffscreenRendering: Fix Incorrect Window CoordinatesJeroen Bakker
When doing offscreen rendering (Viewport Render or Sequencer Scene strip) EEVEE and workbench used the wrong window coordinates. These coordinates included the border that was not drawn. Reviewed By: brecht Maniphest Tasks: T64505 Differential Revision: https://developer.blender.org/D4864
2019-05-17Cycles/Eevee: unify depth of field settings for camerasJeroen Bakker
There is now a checkbox to enable/disable depth of field per camera. For Eevee this replace the scene level setting. For Cycles there is now only an F-Stop value, no longer a Radius. Existing files are converted based on Cycles or Eevee being set in the scene. Differential Revision: https://developer.blender.org/D4882
2019-05-02Cleanup: styleCampbell Barton
2019-05-01UI: move object origin size preference to themesGeorge Vogiatzis
Differential Revision: https://developer.blender.org/D4657
2019-04-30Sequencer: Scene Strip PerformanceJeroen Bakker
- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the DNA_view3d_types: Due to this FSAA always kicked in making the rendering slow. - Removed `Texture Solid` and `DOF`. - Now when chosing Solid rendering the settings of the original scene is used. - Added a global override to use scene specific shading. In the Future we will need to enhanced this so user can change the settings. - Added support for LookDev. LookDev crashed as it needed the `evil_C` what was not set - LookDev mode will always show the scene + world lights. Reviewed By: brecht, fclem Maniphest Tasks: T62517 Differential Revision: https://developer.blender.org/D4738
2019-04-21Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-19DRW: Add batch garbage collectionClément Foucault
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore. The collection rate is hardcoded at 60 sec but could be exposed to the user. This system can be extended and discard most unused batches in the future. This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
2019-04-17ClangFormat: format '#if 0' codeCampbell Barton
Previous cleanups didn't account for space after '#'.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-04-133D View: move gizmo draw options out of overlaysCampbell Barton
Gizmo's now have their own popover in preparation for making transform gizmos accessible without having to use tools See: T63518
2019-03-29GPU: Fix color difference when rendering to gpu_py_offscreenClément Foucault
Now we do the color management inside the Draw manager and output CM byte buffer.
2019-03-28Cleanup: add doxy sections to view3d_draw,headerCampbell Barton