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).
The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1688
If we ever want OpenGL 3.2 core context quadstrips need to go anyway and while there is much more things that need to be done this is something that can be tackled without any mayor surgery.
And without losing any kind of compatibility with ancient GL.
Reviewers: psy-fi
Reviewed By: psy-fi
Subscribers: psy-fi
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1027
Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
This gives a huge speedup gain for cases when you've got
rather huge markers on a byte images.
Done by skipping IMB_float_from_rect()/IMB_rect_from_float()
for such cases. We can sample the buffers without color space
conversion.
This deduplicates/simplifies some code. Also cleanup up a bit scopes UI code!
Use new GRIP button for uiList grab-resize.
This allows us to greatly simplifies the code, and get rid of a few hacks in uiList event handling!
Note autosize mode of uiList is now trigered by any value of list_grip below a given threshold, rather than the fixed zero value...
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D343
- display handles with solid color.
- active handle is highlighted.
- 1/4 of the colorband draws solid.
- use old-style handles when zoomed out.
D289 by Charlie Jolly with own modifications.
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor
draw too dark. Also made header for default node not use alpha.
In general this drawing is not very good - it gets too transparent and dark.
Needs nicer AA function in interface, will be done later.
- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Zooming in on images in Image window now shows pixels again (was filtered).
Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to
define if images should zoom in with linear filter, or draw pixels.
Issue was caused by the way how pattern sampling happens in case of
anchored display: track offset is applying on search buffer which
means offset is rounding to an integer. Fractional pat of offset was
completely ignoring which lead to jumps in pattern buffer.
This was only a visualization issue in track preview widget.