* Draw the frame/time number box over the scrollbar instead of above it,
to reduce the clutter/clashes with markers.
* Draw the box centered around the line instead of off to one side,
making it clearer that the frame shown is the one being affected.
* Make the box larger than the scrollbar + use white text to make it
stand out from the neighbouring frame numbers (otherwise, it's easy
to misread that it's just another one of those)
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
This includes a few modification:
- The biggest one is call glActiveTexture before doing any call to
glBindTexture for rendering purpose (uniform value depends on it).
This is also better to know what's going on when rendering UI. So if
there is missing UI elements because of this commit look for this first.
This allows us to have "less calls" to glActiveTexture (I did not
measure the final count) and less checks inside GPU_texture.
- Remove use of GL_TEXTURE0 as a uniform value in a few places.
- Be more strict and use BLI_assert for bad usage of GPU_texture functions.
- Disable filtering for integer and stencil textures (not supported by
OGL specs).
- Replace bools inside GPUTexture by a bitflag supporting more options to
identify texture types.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
The scale version was working(ish), but it was not really extendable to
a 3D line version of the shader.
Also note that sequencer view still keeps its 'UI scale' adaptation
(dashes grow together with UI scale setting). Would be nice to do that
everywhere ultimately imho, but nothing urgent here.
Not much to add here, except that it needs the scale of its MVP matrix
to be taken into account here...
Reviewers: merwin, dfelinto
Differential Revision: https://developer.blender.org/D2647
Use new 2D dashed line shader in 3DView camera view.
Note that this also involved converting UI_draw_safe_areas() to this
dashed shader, which means it cannot be used anymore with other shaders.
Part of D2647.
The specialized color functions are better in every way:
- faster lookup (don't have to match "color" string)
- flexible inputs (RGB with separate alpha)
- automatic alpha = 1.0 if not specified
Sort of related to T49043
Single quads are drawn as a TRIANGLE_FAN, with 4 verts in the same order.
Multiple quads now use PRIM_QUADS_XXX and will need further work. Only 8 places still use this.
Part of T49043
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_ ... )
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
Other than the general conversion:
* Made some slight aesthetic improvements.
** Removed gradients.
** Replaced stipples with transparency for hidden strips.
** Made strip borders less harsh.
** Removed stripes from offsets and made them brighter.
* Made only the visible parts of waveforms be drawn.
* Fixed a few drawing bugs.
** Background was not being drawn when buffer is NULL, and no
grease pencil is being drawn.
** Offset drawing ignored strip visibility.
Also, note that diagonal stripes for locked and error strips, are still
being drawn with the old api, as they await a new shader in order to
be converted.
Part of 49043
`SEQUENCER_OT_slip` was calling `draw_sequence_extensions` to redraw the
extensions during modal operation, but that is redundant, as it is
already called by the regular draw loop. Because it was called on top of
the draw loop, it was actually obscuring other parts of the strip that
would normally be drawn on top of it.
Somewhat part of 49043
Drawing both text and the wave onto a sound strip makes both hard to read,
which is a concrete issue for Hjalti at the moment. This was the simplest
fix I could think of to give him control over what he sees.
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958