Commit Graph

159 Commits

Author SHA1 Message Date
620b960d3d Cleanup: style, use braces for editors 2019-04-22 19:48:16 +10:00
ed0c9654dd Cleanup: remove unused OpenGL functions, rename some for clarity 2019-04-20 13:32:36 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
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
2019-04-17 06:21:24 +02:00
8f790720b0 GPencil: Rename annotation functions
The annotation drawing functions were using gpencil prefix and it's better to keep all annotation code separated to avoid confusion.
2019-03-19 11:03:55 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
18e67813cd Clip editor: Fix drawing metadata for RGBA images
Need to disable blending prior to drawing metadata. Otherwise
text will be drawn on a transparent background.
2019-02-06 10:48:09 +01:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
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  This is often invalid, outdated or misleading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.
2019-02-02 01:36:28 +11:00
b8e8c0e325 Cleanup: comment line length (editors)
Prevents clang-format wrapping text before comments.
2019-01-15 23:30:31 +11:00
e7218e7049 Cleanup: naming
- immAttrib*    -> immAttr*
- immSkipAttrib -> immAttrSkip

Term 'attr' is a convention for GPU module.
2018-10-09 11:01:50 +11:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
57ab7daa2a GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
2018-07-15 15:34:13 +02:00
6d72d3c862 Cleanup: abbreviate unsigned types (editors, wm) 2018-07-08 12:49:36 +02:00
9f80429ab6 Cleanup: use _f, _i suffix for GPU state API 2018-07-02 18:27:05 +02:00
b4998548ab Cleanup: use '_len' suffix for line stipple 2018-07-01 08:42:16 +02:00
8e02106d0d GLRefactor: partially remove gl calls from source/blender/editors.
This translates the gl calls to the new GPU_ wrappers from D3501.

Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.

This fixes 13 of the 28 failing editors when building without opengl.

For the list of substitutions see D3502

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3502
2018-06-27 19:07:23 -06:00
b1c025d1e8 GPUTexture: Small refactor.
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.
2018-03-25 20:06:11 +02:00
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
63dfb5bb97 Cleanup: naming (GPU immediate util) 2017-09-26 15:21:01 +10:00
6d359e4498 Cleanup: use explicit 2d suffix for imm utils
Avoid ambiguity between 2d/3d (which were already named).
2017-09-14 01:24:50 +10:00
48adef4444 Merge branch 'master' into blender2.8 2017-08-05 07:53:07 +10:00
1210b47a85 Tracking: Undefine temporary define
Missed this in previous commit.
2017-08-04 21:12:11 +02:00
e6daa161dd Tracking: Remove limit of 50 points of the track history
Was quite stupid reason for this: static size of array.

Now we allocate needed amount of points in heap if requested path length is
getting too big.
2017-08-04 09:11:26 +02:00
474454be39 Cleanup/rename etc. dashed line shaders.
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.
2017-07-13 16:47:58 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
d7d4bca23b Reworked version of dashed line shader.
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).
2017-05-01 16:32:55 +02:00
ba4f47ce8e Getting rid of setlinestyle: Clip drawing code.
This one has been painful, it's doing lots of nifty conditional drawing
of all kind... Also, very nice illustration of how cumbersome it is to
use dashed shader currently, we really need to find a simpler way at
some point imho. But this is not critical issue either, for now we can
live with some uglyness like that. :/
2017-04-28 19:22:45 +02:00
7041b99b5a use immUniformColor instead of immUniform("color"
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
2017-04-16 12:25:42 -04:00
4b043994e8 GPU Matrix API: clean up after 2D-3D unification
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.

- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state

Part of T49450
Follow up to D2626 and 49fc9cff3b
2017-04-15 01:29:56 -04:00
bd3a1b9490 OpenGL: use PRIM instead of GL enum for immBegin
Getting ready for a Gawain API change...

Part of T49043
2017-04-07 16:31:26 -04:00
7a75581d92 OpenGL: transition away from GL_QUADS
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
2017-04-07 15:03:24 -04:00
0debbe2b7f Gawain: VertexFormat_add_attrib (function name change)
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_ ... )
2017-04-06 01:18:12 -04:00
a4fac21fc5 Cleanup: Move imm_draw utils into own file
These were in BIF_glutil which is documented to be removed,
so best not define new API's there.
2017-04-05 18:43:59 +10:00
54bed786a6 OpenGL: convert to new matrix API (part 2 of x)
Part of T49450

For this batch I focused on usage of gpuMatrixUpdate_legacy.
2017-03-21 01:32:25 -04:00
938613f720 OpenGL: convert to new matrix API (part 1 of x)
Part of T49450

For this batch I focused on usage of (now-obsolete) macros in BIF_gl.h
2017-03-21 00:09:40 -04:00
3176bb8346 clean up GL / GPU #includes 2017-02-28 15:30:39 -05:00
44ea6fb857 OpenGL: Make glaDrawImBuf_glsl functions compatible with new immDrawPixels
And change relevant function calls.
2017-02-24 01:26:45 +01:00
2e83814e18 OpenGl immediate mode: clip_draw.c and clip_graph_draw.c fixes
Fixed little typo in clip_draw.c and special case assert in
clip_graph_draw.c (track segments with single point).

Part of T49043
2017-02-23 16:12:08 -03:00
34d3ae9d5b OpenGL immediate mode: clip_draw.c
Part of T49043
2017-02-16 18:48:37 -02:00
54343b821d GPU: use basic-shader for line-stipple 2016-06-10 07:50:49 +10:00
30cbaac9d3 Tracking: Remove code which was dead for quite some time now 2016-01-27 14:13:19 +01:00
da1dce7f79 Fix yet another case broken after glLineWidth() changes
Original patch didn't have any tests or what? =\
2016-01-24 23:15:58 +05:00
e25ba162c0 OpenGL: call glLineWidth less often
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.

This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
2016-01-23 00:58:51 -05:00
1d88773b1f OpenGL: cleanup
- LINE_STRIP to LINES when only drawing one
- group state changes for easier reading
- general cleanup
2016-01-22 02:52:12 -05:00
2d71d13ea2 OpenGL: fixes related to GL_POINTS
I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.

- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes

New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
2016-01-15 23:51:29 -05:00
4aab21f9be OpenGL: rename simple shader to basic shader. 2015-12-06 19:35:15 +01:00
cf921934b1 OpenGL: use simple shader for texture drawing in a few places.
Differential Revision: https://developer.blender.org/D1645
2015-12-06 19:35:15 +01:00
c76fbf10e2 OpenGL: remove unnecessarily paranoid bound texture preservation. 2015-11-28 15:35:34 +01:00
8e1c63b396 OpenGL: assume GL_TEXTURE_ENV_MODE GL_MODULATE is the default state. 2015-11-28 15:35:34 +01:00
bfff1d7aa8 Cleanup: typos 2015-10-08 11:11:31 +11:00