d58310fe37
Support drawing of solid mode CDDM with core profile
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Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.
The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.
After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.
While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
2017-05-11 16:00:47 +02:00
f129e48993
Merge branch 'master' into blender2.8
2017-05-11 22:16:23 +10:00
4e7eafb86f
Eevee: Fix motion blur.
2017-05-11 14:17:38 +02:00
15038975a3
Cleanup: GPU PBVH naming
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Use GPU_pbvh prefix.
2017-05-11 22:05:19 +10:00
5ae58f8ab8
DWM: Use draw manager for sculpt PBVH drawing
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Add a shader-group type to draw
generated geometry by running a callback.
2017-05-11 21:27:33 +10:00
0ffb19ca64
Revert "DWM: remove redundant state reset"
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Enable this for now, needs some investigation.
2017-05-11 18:56:41 +10:00
3465f80319
DWM: remove redundant state reset
2017-05-11 08:36:17 +10:00
1e9f922c9e
Merge branch 'master' into blender2.8
2017-05-11 07:53:03 +10:00
891159cea0
Merge branch 'master' into 28
2017-05-11 07:42:35 +10:00
722bcb554f
Sculpt Drawing: reduce redundant color conversion
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Also replace macro with for loop.
2017-05-11 07:39:56 +10:00
b82954f6f4
Fix T51455: Render Layers in compositor from a different scene not working
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The code only updated nodes in the nodetree of the scene to which the render layer belongs. Therefore, when using scene B in the compositor setup of scene A, A's node wouldn't be updated.
With this fix, the update function loops over all scenes and checks them for relevant nodes.
2017-05-10 22:39:43 +02:00
50b67d83a9
Merge branch 'master' into blender2.8
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Conflicts:
source/blender/makesrna/intern/rna_space.c
2017-05-10 20:40:31 +02:00
Dalai Felinto
f305aba868
Make sure 'use_property_button_exec' can deal with arrays as well
2017-05-10 20:36:11 +02:00
42c346028f
Fix missing relation in new DEG between World and its NodeTree.
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Was preventing update in 3DView etc. when changing something in the
World's NodeTree, especially annoying in blender2.8 branch (since legacy
depsgraph has been removed there), but also affecting master.
2017-05-10 20:35:59 +02:00
Dalai Felinto
4f80260f11
Expand the collection settings RNA API for arrays
2017-05-10 20:04:50 +02:00
Dalai Felinto
4240b67e4c
Expand the collection settings API to support float arrays
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We still need to update the RNA interface to access those. But since
there is no RNA_def_property_float_array_funcs I'm not sure how many
changes this will require.
2017-05-10 19:25:39 +02:00
8246246bda
UI: editor menu, swap Text and node editors
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Proposed by @sebastian_k and approved by @severin over IRC.
Follows up on rB0f561da5fb77540626aec7a995314271a91acdf6
2017-05-10 12:20:57 -04:00
Dalai Felinto
e5ec386803
Merge remote-tracking branch 'origin/master' into blender2.8
2017-05-10 17:03:27 +02:00
Dalai Felinto
62aa925c11
Fix T51354: Final take on multi-view (single view) issues
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We now handle selection and transform manipulators
(kudos to Julian Eisel to help hunting down the latter).
2017-05-10 16:54:57 +02:00
45207bf3ce
Eevee: Post process parameters.
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-Display almost all parameters.
-Made some small adjustment to motion blur to support FOV motion blur.
-Made DOF max radius a parameter.
2017-05-10 16:03:25 +02:00
fdf2d8bb95
Eevee: Support for light path node "is camera ray" output.
2017-05-10 16:03:25 +02:00
da8b34e527
Eevee: Fix some issues
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Fix issue with manipulator contributing to depth.
Fix blender internal shader.
2017-05-10 16:03:25 +02:00
Dalai Felinto
7902e3f1c8
Fix multi-view (single camera) selection
2017-05-10 16:00:42 +02:00
Dalai Felinto
a438750cad
Fix multi-view (single camera) manipulators selection
2017-05-10 15:54:23 +02:00
Dalai Felinto
1a6b97e98f
Merge remote-tracking branch 'origin/master' into blender2.8
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Note: Depth placement was working already for BI, and althugh this
commit breaks it for it, it makes it work for the draw manager engines.
2017-05-10 15:40:08 +02:00
Dalai Felinto
90997710cc
Merge commit 'origin/master ( 9395646c2c)' into blender2.8
2017-05-10 14:21:14 +02:00
Dalai Felinto
195d0fbae3
Fixup for multi-view single eye viewport issues
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In d2f1f80a6f I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
2017-05-10 13:13:55 +02:00
0722e41f9e
DWM: Use Gawain for sculpt drawing
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Currently only uses the simple shader.
2017-05-10 20:35:51 +10:00
Dalai Felinto
d2f1f80a6f
Partial fix to Multi-View single eye issues in viewport
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Handling depth loop for now (3d cursor positioning). Selection is a bit
more tricky.
Reported on 51354
2017-05-10 12:21:51 +02:00
1c18d07a1c
Eevee: Make Depth of field zoom invariant.
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Multiply the sensor size by the viewcamtexcofac which is basicaly how scaled is the viewport relativly to the camera frame.
2017-05-10 00:57:53 +02:00
965571cca7
Draw Manager: Handle negative scaled meshes.
2017-05-10 00:47:27 +02:00
707756d277
Draw Manager: Extend simplification to UBOs & fix a context error.
2017-05-09 23:55:19 +02:00
8277609810
Small cleanup
2017-05-09 23:55:19 +02:00
e32ec677c3
Draw Manager: Simplify usage and check for errors.
2017-05-09 23:55:19 +02:00
9075f934aa
Eevee: Initial Depth Of Field commit.
2017-05-09 23:55:19 +02:00
435f5017fa
GPUCompositing: Fix comment and component count.
2017-05-09 23:55:19 +02:00
1413bee158
Draw Manager: Add additive blending.
2017-05-09 23:55:19 +02:00
26b6bd6e90
Object Mode Engine: Fix grid distance if view is camera view.
2017-05-09 23:55:19 +02:00
306603ae76
GPUTexture: Add support for 32bit textures.
2017-05-09 23:55:19 +02:00
6dc8368b8f
Draw Manager: Add Triangle batching and empty batch.
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This is usefull for Depth Of Field because we don't need to store data for each sprites and just generate them when rendering.
2017-05-09 23:55:19 +02:00
bf0ebfca1a
Draw Manager: Fullscreen triangle
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Used a triangle instead of a quad for fullscreen passes.
2017-05-09 23:55:19 +02:00
894513c7fd
Fix (unreported): Crash if a right click is performed on an image datablock (open btn f.e.).
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Only access/insert the button_pointer if it's not null...
2017-05-09 20:12:25 +02:00
24a64cb414
Fix shadow shader to support core profile.
2017-05-09 16:30:40 +02:00
Dalai Felinto
65ebb668ec
glPushAttrib/Pop change implementation to use a stack
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The original implementation (cbd78c8126 ) broke depth of field.
2017-05-09 15:23:33 +02:00
86c299c6a4
Merge branch 'master' into blender2.8
2017-05-09 14:33:05 +02:00
ffc95a33b6
Fix T51434: Module math operation is wrong in GLSL shading
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Based on patch from @lazydodo .
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2661
2017-05-09 12:32:47 +02:00
382c38efae
Fix T51439: Object not updated when particle system settings change in 2.8
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A bit too early to disable workaround for particles.
Guess it was commented out after particles removal but was not brought back
after particles restore commit.
2017-05-09 10:05:54 +02:00
0f561da5fb
UI: Editor menu, move VSE below MCE
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The idea here is to keep things in a logical order to match the order of ones worflow.
This concept can be seen in Graph > Dope Sheet > NLA. This issue is mainly affecting the manual.
Fixes T50709
Differential Revision: https://developer.blender.org/D2630
2017-05-08 23:38:31 -04:00
f7ce1be694
DWM: share positions & normals in shading VBO.
2017-05-09 10:56:22 +10:00
e35e23c72c
Cleanup: rename layer-names -> layer-uuid
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These names are created from a hash,
don't confuse with actual layer names.
2017-05-09 10:38:52 +10:00