Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
This avoids transform jumping which is a problem when tweaking values a
small amount. A fix for T40549 was made box-select used the location
when the key was pressed.
While it's important for box-select or any operator where it's expected
the drag-start location is used, this is only needed in some cases.
Since the event stores the click location and the current location,
no longer overwrite the events real location. Operators that depend on
using the drag-start can use this location if they need.
In some cases the region relative cursor location (Event.mval) now needs
to be calculated based on the click location.
- Added `WM_event_drag_start_mval` for convenient access to the region
relative drag-start location (for drag events).
- Added `WM_event_drag_start_xy` for window relative coordinates.
- Added Python property Event.mouse_prev_click_x/y
Resolves T93599.
Reviewed By: Severin
Ref D14213
Supporting two kinds of dragging is redundant, remove tweak events as
they only supported 3 mouse buttons and added complexity from using the
'value' to store directions.
Support only click-drag events (KM_CLICK_DRAG) which can be used with
any keyboard or mouse button.
Details:
- A "direction" member has been added to keymap items and events which
can be used when the event value is set to KM_CLICK_DRAG.
- Keymap items are version patched.
- Loading older key-maps are also updated.
- Currently the key-maps stored in ./release/scripts/presets/keyconfig/
still reference tweak events & need updating. For now they are updated
on load.
Note that in general this wont impact add-ons as modal operators don't
receive tweak events.
Reviewed By: brecht
Ref D14214
Now drag & tweak can have modifier keys to be released while dragging.
without this, modifier keys needs to be held which is more noticeable
for tablet input or whenever the drag threshold is set to a large value.
Resolves T89989.
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
This patch adds a modal key to move the selection box/lasso/line while
drawing it. It also sets "repeat": False on the animation playback key
to prevent accidental playback if the spacebar is released after the
mouse button.
Reviewed By: #user_interface, pablovazquez, Severin
Differential Revision: https://developer.blender.org/D9227
This adds a small gradient to the right side of the line to preview
which side of the mesh is going to be affected by the gesture operation.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9106
This make use of the GLStateStack functions for:
- `GPU_blend()`
- `GPU_blend_set_func()`
- `GPU_blend_set_func_separate()`
The goal is to unify them using an explicit state setting.
This will remove the need to use obscure blend functions
Ogl default is 4 but for almost all cases, blender use tightly
packed format. This avoid confusion and state change for the
common case.
The only case that __might__ need alignement is DDS loader
(untested) so leaving this as it is.
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.
Part of https://developer.blender.org/T74429.
There's a chance that this causes some issues becaue in some cases we
change from getting the window from context to getting it from somewhere
else.
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.
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.