Commit Graph

864 Commits

Author SHA1 Message Date
a3815f8777 Workbench: Matcaps T55291
- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode

As the old matcaps are still in used by the clay engine I didn't remove
it yet.
2018-06-05 11:38:33 +02:00
1df228a416 UI: context menu for other editor types
D3458 by @billreynish w/ edits.

- Context menu for dope-sheet, graph, image & node editors.
- Add type to contenxt menu header.
- Access with W-Key.
- Change UV-editor weld key binding to Shift-W.
2018-06-05 09:18:00 +02:00
e4a727626e X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
2018-06-01 17:15:35 +02:00
William Reynish
15e5dbc2c3 UI: tweaks to viewport shading and overlay panel layouts. 2018-06-01 17:14:06 +02:00
72a360827b T54991: Restore support for Motion Path drawing in 2.8
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).

Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
  Therefore, you can turn all of them on/off from the "Overlays" popover

* By and large, we have kept the same draw style as was used in 2.7
  Further changes can happen later following further design work.

* One change from 2.7 is that thicker lines are used by default (2px vs 1px)


Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
  These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
  conversion step on each drawcall). Instead, this has been moved to the calculation step
  (in blenkernel).  Soon, there will be some cleanups/improvements with those functions,
  so until then, we'll keep the bad level calls.


Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.


Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01 16:38:21 +02:00
Vuk Gardašević
27881e9948 Fix Add menu issue when there are no collections to instance
Differential Revision: https://developer.blender.org/D3453
2018-06-01 15:27:18 +02:00
7bdc67f5f3 Fix broken 'make single user' operator UI.
Texture option was removed, since BI engine removal...
2018-06-01 10:27:27 +02:00
c87cfcc8de 3D View: make text overlay optional 2018-06-01 08:26:55 +02:00
bf4ce5755f Overlay: Add Wireframe overlay.
This overlay is showing mesh topology. It is usable with transparency
even if the mesh order can mess up with the expected result (some object
more prominent than others).

Edge thickness and alpha values are hardcoded for now but can easily be
added to theme or object settings.
2018-05-31 19:09:20 +02:00
f5f25b843e Removed Object color from workbench. Added Highlights to FLAT shading. 2018-05-30 20:34:29 +02:00
375c1eab65 Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
2018-05-30 15:33:05 +02:00
acaf46db0e Workbench: Specular Highlights
Added specular highlights for:
 - Solid studio shading
 - Texture studio shading
2018-05-30 14:42:07 +02:00
f98c838b71 EEVEE: LookDev reversed the background fadeout 2018-05-29 16:22:53 +02:00
44b99d1052 For 2.8, bring back debug mode indices display. 2018-05-29 09:31:00 -04:00
643259415d EEVEE: LookDev fade out background option 2018-05-29 12:06:48 +02:00
a0b08e7b66 EEVEE: LookDev use_scene_light draw option
Scene lights are rendered when
 - v3d is not available
 - or shading type is other then OB_MATERIAL
 - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-29 11:01:25 +02:00
77e32e8819 EEVEE: LookDev overlays enabling
The mirror ball and diffuse ball are only rendered when overlays are
turned on and the lookdev overlay is turned on.
2018-05-29 09:08:32 +02:00
842245ac55 Merge branch 'blender2.8' into soc-2018-bevel 2018-05-29 11:10:54 +05:30
765fd29d68 EEvEE: LookDev 2018-05-28 17:07:39 +02:00
0d559a6730 RNA: follow boolean naming conventions 2018-05-26 11:54:25 +02:00
3e3f6754b4 Cleanup: rename RNA property to match UI 2018-05-26 09:51:21 +02:00
5d2d36b068 Applied soc-2017-normal-tools 2018-05-25 22:24:24 +05:30
f04cadd83e UI: Move Split into Mesh Menu
This doesn't just apply to faces.
2018-05-25 08:31:26 +02:00
51b2622814 UI: move copy/paste into the object menu
We already have per mode copy/paste in mode specific menus.
2018-05-25 08:20:19 +02:00
b611cecf4e UI: Specials menu update
- Name "Context Menu".
- Make it more context sensitive.
- Remove some more obscure items.

Patch from @billreynish
2018-05-25 08:20:19 +02:00
8ea4539542 UI: View menu area operators now in submenu 2018-05-24 18:35:19 +02:00
132cda3925 Revert "UI: remove 'Render' top level menu"
This reverts commit 10e43c0aef.

After discussion, it's useful to have render menu
for more obscure render options.
2018-05-24 18:10:57 +02:00
72f4bdf604 UI: add top-level 'Edit' menu
Use this for undo/redo, copy/paste & preferences.
2018-05-24 16:48:28 +02:00
5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00
10e43c0aef UI: remove 'Render' top level menu
- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
2018-05-24 16:20:56 +02:00
58fadb379a Correct last commit 2018-05-24 16:09:20 +02:00
ad9278fdad UI: re-arrange 3D view menus
- Adjusted order and names for better consistency.
- Group add/edit/delete into menu sections.
- Move UV/Vertex color into 'Face Data' menu, matching 'Edge Data'.
- De-duplicate items between vertex/edge/face menu.
- Remove undo/redo menu (to be moved into 'Edit' menu).
- Remove Auto-Merge & Proportional Editing
  (already available from the 3D view).

Patch from @billreynish w/ edits
2018-05-24 16:00:11 +02:00
7b58073dc0 Fix INFO_MT_surface_add
It was a copy of `INFO_MT_curve_add` (I'm sure it was not intentional).
2018-05-23 17:27:10 -03:00
a455e35343 UI: move vertex/edge/face into header
These are frequently accessed,
so use the newly freed space to make them more prominent.
2018-05-23 15:41:04 +02:00
8d92873230 Workbench: See through
Unmultiplied the final color during compositing. Same as the revealage
buffer would do
Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied
colors
2018-05-23 10:54:22 +02:00
dfe088c5d9 Workbench: SeeThrough draw option
Option to see through all meshes (transparency)

Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.

TODO: Fresnel effect
2018-05-22 14:55:50 +02:00
ff19b527e8 Workbench: Calculate irradiance using radiance buffers 2018-05-22 14:55:50 +02:00
17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00
e862bcd6c8 Workbench: World based studio lighting
Disabled shadows for now as the calculation of the light direction is
still to bogus.
2018-05-16 16:43:10 +02:00
87cd4de3ba Workbench: Renamed Overlap to Outline
Outline is reserved for the Overlap Overlay
2018-05-15 17:03:59 +02:00
e33016c77e UI Tweaks in 3D View
* Move Shading modes out of the popover
* Move Show Overlays out of the popover
* Test moving the Mode to the topbar again
* Move submode (select vertex, edge, face) to the topbar
* Remove icon from show_manipulator toggle
2018-05-14 14:00:37 +02:00
e0a561be1f UI: move snap & pet options into the topbar
See: T55038
2018-05-12 19:13:38 +02:00
7e74916562 UI: move GL render to view menu
This was taking valuable header room for a rarely used operator.
2018-05-12 15:02:13 +02:00
90b2e4ce28 UI: move orientation to the topbar
Move manipulator toggle to overlay popover.
2018-05-12 14:56:07 +02:00
bd30a6350b Cleanup: remove unused RNA variable 2018-05-11 21:57:02 +02:00
194cba8ba4 Merge branch 'master' into blender2.8 2018-05-11 20:13:07 +02:00
925e775818 EditMesh: remove duplicate rip macro
Change the fill setting in the keymap,
this allows tool access the macro with either setting.
2018-05-11 20:02:12 +02:00
625c2c2943 Use Light Probe icons 2018-05-11 16:02:30 +02:00
6d155dc462 T54983: Bone selection overlay
Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.

This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.

After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).

@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Subscribers: campbellbarton

Tags: #bf_blender_2.8, #code_quest

Maniphest Tasks: T54983

Differential Revision: https://developer.blender.org/D3241
2018-05-11 08:17:05 +02:00
8ab3697e21 Armature: Add new Transparent Bone overlay option.
This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
2018-05-07 17:00:10 +02:00