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2019-07-05TexturePaint: Force Workbench Texture Color ModeJeroen Bakker
When in texture paint mode and in solid mode the object that is being texture painted will be rendered by the workbench engine with textures. All other objects would render the same. For other cases the texture paint draw engine will still draw the texture. The texture mode draw engine now only drawn the masks. The opacity sliders influences the texture mask. This change has been implemented conserably. In the future we need to look into making this better, like adding support that every object can be colored differently. Currently when rendering in the workbench we can have up to 3 different color types active (what the user selected, the fallback in case no materials have been configured and this one, forcing textures) Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5190
2019-06-13Cleanup: correct wireframe xray flag nameCampbell Barton
Revert part of d56c0a0a6affcdfd7335c
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
2019-04-30Sequencer: 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
2019-04-23Workbench: Support Active Vertex ColorJeroen Bakker
Currently it is not possible to view the vertex colors of an object. To optimize the workflow, workbench will need to support Vertex Colors. The Vertex Colors is a new option in `shading->color_type`. When objects do not have vertex color, the objects will be rendered with the `V3D_SHADING_OBJECT_COLOR`. In order to support vertex colors in workbench the current texture/solid shading structure is migrated to a primary shaders and fallback shaders. Fix: T57000 Reviewers: brecht, fclem Differential Revision: https://developer.blender.org/D4694
2019-04-203D View: add opacity for sculpt mask displayPablo Dobarro
This matches vertex/texture paint opacity options. Useful because 0.75 is sometimes too dark to see the surface shading. Resolves T63746
2019-04-18Overlay Engine: Option to Disable AA Ortho GridJeroen Bakker
When in Axis alligned orthographic view a grid was always displayed. With this change the user can enable/disable this grid. The Grid is always visible and editable, but only rendered active when user is in quad view, or axis aligned ortho view. Reviewers: brecht, fclem Maniphest Tasks: T63517 Differential Revision: https://developer.blender.org/D4699
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
2019-04-14Gizmo: individual toggles for 3D view gizmosCampbell Barton
The popover for displaying gizmos now has options for empty, light & camera gizmos. Transform toggles are now checkboxes, which has the advantage that it's more obvious they can be mixed however changing from one to another now uses 3x clicks instead of a single click-drag action. We might need a faster way to switch between transform types.
2019-04-14Cleanup: move operator constants out of DNACampbell Barton
Also use doxy struct member references.
2019-04-13Gizmo: move transform to a persistent optionCampbell Barton
Based on feedback from animators, this is useful to keep as a view option (as in 2.7x). Now the transform gizmos can be enabled from the popover, the tools still work for location/scale/rotation. The transform tool has been removed. See T63518
2019-04-13Cleanup: add View3D_Runtime structCampbell Barton
Also remove 'matcap_icon'
2019-03-17Cleanup: rename DEPRECATED to UNUSEDCampbell Barton
While the flags have been deprecated they're currently unused. Rename for clarity.
2019-03-15GPU: Simplify select shaders.mano-wii
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
2019-03-05Cleanup: rename RENDER_OVERRIDE -> HIDE_OVERLAYSCampbell Barton
Match the UI naming (changed since 2.7x).
2019-02-27Armature: Remove the Transparent Bone overlay optionClément Foucault
The option is replaced by the Wireframe mode display which (in edit & pose mode) does exactly what transparent bones did.
2019-02-27Cleanup: use '_pad' convention for padding in all DNA structsCampbell Barton
Avoids mixing these in with regular variables in code-completion. Use char for pad members except for 'void *', to make size clearer. Removed/shrink a few redundant padding vars which were >= 8 bytes.
2019-02-253D View: support for editing cursor rotationCampbell Barton
Add buttons for editing the cursor rotation as well as rotation modes, similar to object and pose bones.
2019-02-22Wireframe: Add object and random coloring option in wireframe modeClément Foucault
The option is separated from the solid mode color option. Random color uses the same method as solid mode. Selection state is indicated by a brighter color that is outside the brightness range of the unselected state colors. The active state is indicated by the outlines that is, now, still drawn in wireframe mode. Coloring of the selection / active outline is not optimal because it can look ugly in some cases of color combination. But the outline color is using index range coloring so it's not trivial to change the color of the outline per object. For now we use the same outline color used in solid mode for consistency and also still add an emphasis on the selected objects. The Single color option uses the theme color. Maybe it would be nice to change the name of it in a latter commit to avoid confusion.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-16DNA: rename near/far -> clip_start/clip_endCampbell Barton
Rename for Camera, View3D (also CameraParams & Render not DNA)
2019-02-13Cleanup: unused DNA struct membersCampbell Barton
- Timeline theme. - 3D view runtime variables. - Exclude EditLatt from SDNA.
2019-02-08Cleanup: rename V3D_MANIP_* -> V3D_ORIENT_*Campbell Barton
Wasn't obvious it's related to orientation, also term manipulator is no longer in use.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-25Workbench: Depth Of Field: Add toggle option in shading popoverClément Foucault
Pretty straight forward. Just an option to turn the DoF per viewport. Default is off as in 2.79.
2019-01-15Cleanup: comment line length (DNA)Campbell Barton
Prevents clang-format wrapping text before comments.
2019-01-07Cleanup: move DNA comments before struct membersCampbell Barton
Needed for clang-format in some cases, see: T53211
2018-12-213D View: add object color drawing optionCampbell Barton
Has some advantages over existing options. - Using material links color to rendering with no way to vary colors if objects share a material. - Random gives no control, objects may randomly have the same color, duplicating an object often changes it's color.
2018-12-19Gizmo: optional custom orientations for transformCampbell Barton
This aims to resolve a conflict where some users want to keep keyboard axis setting global, even when the orientation is set to something else. Move/rotate/scale can optionally each have a separate orientation. Some UI changes will be made next.
2018-12-19DNA: move back-face culling to shading popoverCampbell Barton
Overlay options shouldn't be used when overlays are disabled. Move to shading popover, reported as T58070.
2018-12-17DNA: clear / remove deprecated flagsCampbell Barton
- Clear deprecated flags for ID's: Scene, Sequence, World, Object & Mesh. - Clear deprecated flags for Spaces: outliner, 3D view & image. - Remove unused `Mesh.drawflag` - Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`. - Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas. - Flip `Object.empty_image_visibility_flag` (avoids do-version on each new flag) - Rename 'Backside' -> 'Back' in context of drawing - showing 'Back' makes sense.
2018-12-17Merge branch 'master' into blende2.8Campbell Barton
2018-12-17Cleanup: use bit-shifted flag definitions in DNACampbell Barton
2018-12-14Merge branch 'master' into blender2.8Campbell Barton
2018-12-14Missed last commitCampbell Barton
2018-11-29Workbench: Add option to have world space lighting in studio light modeClément Foucault
This option is per viewport. Having view space shading make sense when working on isolated objects like if you were holding them in your hands. But for entire scene work, it is better to have the lighting fixed to have a better spatial representation.
2018-11-29Workbench: Add back studio lighting presetsClément Foucault
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
2018-11-26Workbench: Add Curvature overlay for better visibility of surface detail for ↵Lukas Stockner
e.g. sculpting The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that. The overlay is disabled at object boundaries to avoid dark lines around objects. Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc. The changes are: - Dynamic filter radius (on high-DPI displays, a radius of two is used) - Options to reduce the strength of both ridges and valleys - Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys) - Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities - Renamed to point out the distinction between it and the SSAO-based cavity overlay Reviewers: jbakker Reviewed By: jbakker Subscribers: billreynish, manitwo, linko, monio Differential Revision: https://developer.blender.org/D3617
2018-11-263D View: remove 3D cursorCampbell Barton
Use 3D cursor from the scene (was previously used for local-view).
2018-11-25Local ViewDalai Felinto
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
2018-11-23Fix wire-toggle restoring previous shading modeCampbell Barton
2018-11-23Cleanup: rename bone-select to xrayCampbell Barton
This shows bones in font and uses the xray toggle binding. Also 'bone select' isn't very meaningful on it's own.
2018-11-14Cleanup: correct flag comparisonsCampbell Barton
Also use smaller types for shading data.
2018-10-31Transform: support for custom matrix propertyCampbell Barton
Needed for situations when we can't use the orientation. With extrude the initial extrusion recalculates normals for edges and vertices which then don't give a useful axis.
2018-10-30GP: New Fade no active layer overlay optionAntonioya
This option allows to fade all layers except active one. This can help in very crowded scenes with a lot of layers, to verify you are working in the right one.
2018-10-29Edit Mode: Fix "Hidden Wire" option not workingClément Foucault
2018-10-08Implement display of weight isoline contours in the fragment shader.Alexander Gavrilov
Add an option to display contour lines tracing through points with the same interpolated weight value in weight paint mode. This can be useful for working on gentle gradients over a relatively high resolution mesh, where the difference in color between adjacent vertices is very small. The contour grid has 3 levels of detail going down to step 0.001, which automatically fade in or out based on the weight gradient. Fade out works by capping both screen space and weight space line width, and reducing alpha when the screen space width becomes too small for moire and noise-less rendering. Reviewers: fclem Differential Revision: https://developer.blender.org/D3749
2018-10-05GP: Move grid parameters to GP object data levelAntonioya
The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects. Also added a color option.