Commit Graph

430 Commits

Author SHA1 Message Date
8cdeba8d67 Fix #36948: blender internal viewport render crashes holding shift+Z pressed
to quickly toggle it on/off.

Problem is accessing freed data, now the job is ended immediately. Fix based
on patch from Sergey and investigation from Bastien.
2013-10-04 12:30:00 +00:00
17c32df7ef fix [#36732] Auto depth feature misbehaves on orbit with mouse cursor outside the model.
ortho mode didn't store the depth for re-use when the cursor had no depth.
2013-09-16 08:59:54 +00:00
092d9c31a1 Bug fix, irc submitted:
3D Viewport render (internal) didn't render bump maps (it was black even).
2013-05-25 11:52:52 +00:00
562ed2b42e add in asserts when rv3d->viewmatob, rv3d->persmatob are not initialized.
This is often hard to spot since in many cases it works correctly even
when not initialized but may still fail in other situations.
2013-05-08 13:00:52 +00:00
a947ea0a1e disable view3d dolly, move, pan -- when the view offset is locked, also corrected fly modes offset lock check
and added ED_view3d_offset_lock_check() to reuse between functions.
2013-05-03 07:29:25 +00:00
c8cf9415de Fix #35149: solidify modifier + vertex parent not working after going in and out
of editmode on the child object.

Problem was that the object custom data mask was not taken into account when
rebuilding the derivedmesh in some cases, which is needed for the derivedmesh
to contain the mapping back to the original vertices. Now this data mask is
used for any derivedmesh build that will be cached.

Also problematic was that the datamask for the active object was applied to
all objects in the scene, which caused the parent object to be recalculated
when it didn't need to be. Now this datamask is only used for the active object.
2013-05-01 14:34:12 +00:00
36e7a98459 fix [#35007] clipping border error
add clip option to ED_view3d_win_to_ray(), ED_view3d_win_to_segment()
2013-04-22 20:00:37 +00:00
c9a10b99ff Cycles: optimization for 3D viewport border render with heavy scenes, the OpenGL
render of objects could slow things down when redrawing the view each time a new
sample is displayed.

Now it does a partial redraw of the viewport with only the render border area,
skipping OpenGL object drawing while the render is refining.
2013-04-14 21:42:58 +00:00
120fe74ffe Fix #34817: improve OpenGL preview render speed, it got quite a bit slower since 2.60.
Doing linearization with GLSL was already faster, but even faster is to just read the
bytes instead of floats and convert those to linear, since byte => float is just a quick
256 entry table lookup. Also made it assign the bytes directly to the image buffer so
they do not need to be converted back from float to byte for file saving, and made sky
render write the background color with OpenGL instead of doing it on the CPU.
2013-04-11 15:15:06 +00:00
1c3c4f3954 code cleanup: use bool's for vgroup and editmode. 2013-04-05 14:58:30 +00:00
09721bffc0 replace view3d_get_view_aligned_coordinate with ED_view3d_win_to_3d_int() 2013-03-26 02:37:29 +00:00
8655be437d code cleanup: use bool where values are true/false, for view3d and related functions. 2013-03-20 23:14:18 +00:00
e7c15beaf6 code cleanup: use booleans for mesh and selection code. 2013-03-19 23:17:44 +00:00
7049bf0598 Fix: Setting cursor to semitransparent objects will fail because of clip
alpha, added option when drawing depth to disable alpha clip override.
We use that in texture paint cursor now. Not too common but may be
useful for people dealing with cloning plugins.

Reported by kgeogeo on irc, thanks.
2013-03-17 20:24:47 +00:00
3dababa7ec code cleanup: name mesh functions more consistently, also use bools for mesh args. 2013-03-17 19:55:10 +00:00
2d21e6521f Fix: multisample viewport drawing didn't work well with selection or particle
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.

In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
2013-03-15 19:56:33 +00:00
8dd2464626 minor knife refactor to prepare for running non interactively. 2013-03-14 13:58:56 +00:00
1158f06b57 code cleanup: de-duplicate view clipping function for paint and knife tool, minor changes to knife initialization. 2013-03-14 07:56:40 +00:00
abd1748e48 code cleanup: move runtime var zfac out of RegionView3D. rename initgrabz() -> ED_view3d_calc_zfac() and have it return the zfac to use. 2013-03-09 11:40:42 +00:00
4a01ba4ba5 ruler3d: replace ED_view3d_cursor3d_position() with lower level function view3d_get_view_aligned_coordinate() 2013-03-09 10:28:28 +00:00
ddddb7bab1 code cleanup: favor braces when blocks have mixed brace use. 2013-03-09 03:46:30 +00:00
9b5edeb881 code cleanup: view3d_clipping_test was making a vector copy for no reason. 2013-03-04 07:15:09 +00:00
4f4e45540d fix for harmless glitch rotating the camera in camera mode, having the center point so close to the viewpoint caused the helper line to erratically move about because of float precision. 2013-02-28 11:29:27 +00:00
13670e1e06 code cleanup: pass mval to ED_view3d_cursor3d_position() rather then event x/y 2013-02-21 17:11:38 +00:00
fa0805e287 Changes for opengl render to reflect new alpha premul pipeline
without hurting quick texture painting

- ED_view3d_draw_offscreen will now output buffer with
  transparent alpha, if sky needed it should be alpha-undered
  later.

- ED_view3d_draw_offscreen_imbuf now accepts alpha mode as an
  argument which could be either R_ADDSKY or R_PREMULALPHA

- OpenGL render and sequencer's opengl preview will now reflect
  scene's Alpha Mode

- Quick Edit will use OpenGL with transparent alpha mode
2013-01-05 15:33:18 +00:00
cffd10a7c8 Todo item:
- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.

Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
2012-12-26 16:24:50 +00:00
4612bbf7db add zbuf/depth option to weight paint lasso select. 2012-12-23 03:04:19 +00:00
c27d22ab71 fix own regression in 2.65 [#33643] Rotation does not work at certain zoom level
caused by not projecting points behind the perspective view,
even though this worked in 2.64 the values were flipped (rotating direction was reversed and the center point was flipped).

added V3D_PROJ_TEST_CLIP_NEAR, when omitted ED_view3d_project_*** will project points from behind a perspective view plane.
2012-12-21 03:49:47 +00:00
dd0e554d9e Sequencer: add textured solid option for opengl preview 2012-12-12 12:42:12 +00:00
92ae023a90 change to r52888, since we dont always want ED_view3d_offset_distance() to give a corrected value, instead pass a fallback so callers don't allow zero by accident. 2012-12-11 15:56:11 +00:00
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
26d6872ef8 fix for knife tool when the mouse was moved outside the clipped area the mouse line would reset to 0/0/0
a few areas that use ED_view3d_win_to_segment_clip() didnt take into account the case where the segment was filly clipped, some callers even needed the segment not to be clipped.
- added ED_view3d_win_to_segment()
- ED_view3d_win_to_segment_clip() now returns FALSE if the segment is totally clipped, but the start/ends of the line are not zero'd as they were before.
2012-12-10 07:53:20 +00:00
22505c10f8 fix [#33442] Units
adding meshes were scaling the user input values so the distance on the button didnt relate to the scale of the object added.

Now use an invoke function that scales unset default values.
2012-12-09 10:48:18 +00:00
ad2b41bc4b add margin to view fitting view-all/local-view (wasn't obvious with the models I was testing with). 2012-11-30 06:55:36 +00:00
6bb45495d1 fix for r51636 - making the lens work in ortho mode made view-all and local-view operators give bad zoom levels. 2012-11-30 06:10:01 +00:00
8c3df03c5f make previous commit work when the camera is locked to the view (in that case use the camera lens, not the viewport lens value). 2012-11-30 04:40:32 +00:00
c3406db4f5 fix for view-all operator not taking the view-angle into account. 2012-11-30 04:25:58 +00:00
1fecf8ff31 Patch #29142: Reduce hopping when switching between perspective and orthographic on 3D view
Patch by Yasuhiro Fujii, thanks!

Original issue was that in vases viewport's lens are different from default
value switching between perspective and orthographic projections will change
viewplane a lot, which is disorienting and annoying.
2012-10-24 16:15:46 +00:00
7bf4a2d374 Fix #32941: Sequencer Preview shows texture which is apart of the window.
Issue was caused by buffer shadows were binding buffer after offscreen buffers
was bind which lead to some unpredictable results.

Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper
shadows ED_view3d_draw_offscreen_init should be manually be called before
drawing to an offscreen.

This should also make open gl render with AA enabled a bit faster.

Also fixed missing sequencer cache invalidation when open gl render type is
changing.

Material and Rendered modes are still a TODO for sequencer.
2012-10-23 12:25:08 +00:00
536d9fec80 code cleanup:
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
2012-10-17 04:13:03 +00:00
a17e1eea23 refactor foreachScreen functions for clipping, now the projection clipping flag is passed down directly rather then converting the enum into a flag, also fix own recent crash lasso seleting in object mode with pose objects. 2012-10-10 04:03:22 +00:00
22bf1e13db code cleanup: split foreach object data iterator functions out of drawobject.c (since they are used for selection too), into their own file: object_iterators.c 2012-10-10 03:13:02 +00:00
c3ca19800c refactor screen foreach functions to accept float[2] arguments rather then int pairs.
overall means less converting between float and int (and short in some cases).
2012-10-10 01:22:19 +00:00
ccd9f1491a style cleanup: line length,
rename V3D_PROJ_RET_SUCCESS ->  V3D_PROJ_RET_OK
2012-10-07 14:00:18 +00:00
c4472bbab6 add mball_foreachScreenElem() and use for lasso & circle selection, also utility metaball functions to (de)select all. 2012-10-06 03:02:14 +00:00
db5682ac8c use pose_foreachScreenBone for pose lasso and circle select 2012-10-05 17:51:44 +00:00
db70bfc206 code cleanup: use functions to initialize selection user data structs, use radius-squared for circle select comparisons.
edge_fully_inside_rect() & edge_inside_rect() args were shorts when all callers were passing ints.
2012-10-05 15:44:11 +00:00
07b52efa20 fix for bug in loop select, picking the active vert/edge/face was using global space checks on object space coordinates. this removes last use of ED_view3d_project_float_noclip(). 2012-10-05 04:18:52 +00:00
b9113f205c replace ED_view3d_project_float with ED_view3d_project_float_global 2012-10-05 03:20:14 +00:00
7339b09e7f add ED_view3d_project_float_global, ED_view3d_project_float_object, ED_view3d_project_float_ex function calls and cleanup cursor3d set function which had some odd logic. 2012-10-05 01:27:28 +00:00