We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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.
D2729 by @IgorNull
Currently, trackball rotation sequentially applies rotation across x axis and y axis,
which produces a strange/unusable result on diagonal pointer motion.
This change fixes the problem by using a single axis which is orthogonal
and proportional to mouse delta - matching view-port trackball.
There is no reason to be special for workspace and go against other design
decision in Blender. If something like this is going to become a common
practice in Blender it should be well thought and well tested, including
tests of all supported compilers and configurations.
This feature was relying on type re-definition, which is not only confusing
but also available in C11 only.
This commit moves the list of transform orientations from scenes to workspaces.
Main reasons for this are:
* Transform orientations are UI data and should not be stored in the scene.
* Introducion of workspaces caused some (expected) glitches with transform orientations. Mainly when removing one.
* Improves code.
More technically speaking, this commit does:
* Move list of custom transform orientations from Scene to WorkSpace struct.
* Store active transform orientation index separate from View3D.twmode (twmode can only be set to preprocessor defined values now).
* Display custom transform orientation name in header when transforming in it (used to show "global" which isn't really correct).
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).
Note that I also made 'dash anchor point' consistent (the static one,
not the mouse one), in previous code somtimes dashed were anchored to
the static center point, in others, to the moving mouse position, the
later was rather disturbing imho...
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
Original code from @Severin with changes from @dfelinto & @hypersomniac.
This doesn't cause many functional changes
besides using new transform manipulators.
Submitted as D2604
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_ ... )
Take advantage of 2D functions, rotation about the X Y or Z axis, uniform scale factors.
We no longer need to call gpuMatrixBegin_legacy() before using the new API locally in functions.
related to T49450
There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
Took pieces from D2316 and D2359, changed a few more things.
- use new immediate mode
- use new matrix stack
- remove state push/pop
Part of T49043 and T49450
Avoids possible jumps when one is trying to do some really preciese tweak.
Quite striaghtforward change for mouse input initialization: take Shift
state into account. However, this will interfere with the axis exclusion
which is currently also uses Shift (the feature to move something in a
plane which doesn't have selected axis). This is probably not so commonly
used feature (nobody in the studio even knew of it) and the only downside
now would be that such a constrainted movement will become accurate by
default. That's easy to deal from user side by just unholding Shift key.
Reviewers: brecht, mont29, Severin
Differential Revision: https://developer.blender.org/D2418
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Just fixing crash itself. Actually operator shouldn't run in most editors (not in dopesheet either I guess), but don't want to spend time on that right now.