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).
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.
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.
- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.
This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.
The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.
Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.
Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)
Differential Revision: https://developer.blender.org/D2563
NOTE: This is really a backend-only implementation, nothing is changed in the UI
Adds a tab button-type and the basic drawing and handling code for it.
More work needs to be done on it, but idea is to get in ready for usage in the
topbar.
Differential Revision: https://developer.blender.org/D1371
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
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
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
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
In User Preferences, Properties Editor and toolshelf, Ctrl+Tab and Ctrl+Shift+Tab now activates the next or previous space context (or category in case of toolshelf tabs), respectively.
For Properties Editor such functionality was completely missing, only toolshelf allowed cycling using ctrl+mousewheel (or only mousewheel while hovering tab region). Ctrl+Tab and Ctrl+Shift+Tab are common web browser shortcuts, so they're a reasonable choice to go with.
Reaching the first/last item doesn't cause the cycling to stop, we continue at the other end of the list then. (I didn't add this to Ctrl+Mousewheel toggling in toolshelf since I wanted to keep its behavior unchanged.)
We could get rid of (Ctrl+)Mousewheel cycling in toolshelf, but this may break user habits.
The cycling happens using a new operator, UI_OT_space_context_cycle, for toolshelf tabs it's hardcoded in panel handling code though.
Generalized rna_property_enum_step a bit and moved it to rna_access.c to allow external reuse.
Reviewed By: venomgfx
Differential Revision: https://developer.blender.org/D2189
Issue was that the wm.open_mainfile OP caused all handlers to be removed and since rB45592291 cancelled (which is correct in general), the menu that triggered the OP should not be cancelled though.
Not sure if this is a nice fix or not, it's however the safest fix I found. A different fix would be to call UI_popup_block_close before WM_operator_call_ex (in dialog_exec_cb), but not sure how safe this is and want to further investigate if it makes other hacks/fixes redundant.
There's still a crash with --debug-memory that confused the heck out of me (since I always have --debug-memory enabled), but I'll commit fix for that separately.
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
Report popups simply reuse popup menu code, so their blocks got "UI_popup_menu_begin" assigned as name, which was a bit misleading. Now uses "UI_popup_menu_reports".
Ideally they'd have their own popup code.
Now, when trying to insert a keyframe on a driven property (using IKEY, or with
autokeying enabled), the keyframes will get created on the Driver's F-Curve
(instead of creating a new FCurve that goes into the active action, but will never
do anything). Furthermore, the x-value of the new keyframe will be the current
result of the driver expression.
Why/Motivations:
This way, it becomes easier to create corrective drivers, as you can position all
the targets the driver depends on, then adjust the driver value until it does what
you need, and then you keyframe that value to bake it into the Driver F-Curve
(in effect, "training" the computer how to behave in that case).
Usage Notes:
* In practice, that particular workflow is still quite clunky to achieve, due to some
quirks of how the driver system and the UI widgets interact. Specifically, you'll
need to disable/mute the driver before trying to edit the setting (to prevent the
driver from immediately resetting the value - before even autokey fires!). However,
if you're using the Graph Editor to preview/monitor/manage the keying process, you'll
then want to re-enable the driver before changing the targets, so that you can see
how much of a change you'll want to be applying!
* The warning about editing driver values may need to be disabled or selectively
knocked out. I had it disabled while testing this functionality, but it's actually
harmless in its current state (if just a bit annoying).
Needed to allow modal UI keymaps, but I'm sure we'll need this more often in future.
First item will be modal eyedropper keymap coming in a following commit.
Now a 'More' item is added to the pie when there are too many items. It opens a sub-pie that contains the remaining items.
Note that this only touches operator-enum pies (like the object mode pie is), it is not a complete support for pies with more than 8 items. For this further design and code work would be needed, but this is too urgent to wait for that.
This is a better fix for T46973, should definitely be applied for 2.77 release.
Patch D1800 by myself with some edits by @campbellbarton, thanks!
This new code fixes a tons of issues with previous one, which basically was epic-failing
in many non-basic cases (especially mixed columns and rows with column-dominant layout).
It basically no more relies over order of buttons declaration in the uiBlock, instead it
finds and stores spatial neighbors and uses that data to compute needed stitching.
See code comments for details.
New code seems to be roughly ten times slower than old one (for complex grouped layouts),
that is, about a few microsecconds per alignment group - this remains reasonable.
Also, ui-align code becomming rather big in itself, it was separated in
own new `interface_align.c` file.
Reviewers: campbellbarton, severin
Reviewed By: campbellbarton, severin
Differential Revision: https://developer.blender.org/D1573
The user interface was ignoring the precision step size for degrees,
making all rotation inputs drag by a 100th of a degree.
Now use a 10th of a degree instead.