If the draw uses the same id as the previous draw, there is no need to read the depth
buffer at this point, avoiding a CPU-GPU sync bubble.
Fixes T62511 Selection is significantly slower in production scenes.
With this patch glReadPixels is not the bottleneck. Regular drawing Is still very
slow so I would suggest fixing the regular drawing first before trying to
improve the selection algorithm.
If the Tabs as Spaces settings is enabled for the text block. This avoids
issues with inconsistent indentation when pasting Python code from another
source.
Differential Revision: https://developer.blender.org/D4512
screen_geom_vertices_scale already checks if areas are too small for header.
And header size will be set in region_rect_recursive from ED_area_initialize.
Differential Revision: https://developer.blender.org/D4711
Viewport drawing has moved to offscreen buffers, and we no longer need to have
depth, stencil, aa samples, sRGB buffers as part of the window. So all that
code is removed now. The depth buffer was the only one still being allocated,
its removal save a bit of memory.
Code by Germano and Brecht.
Differential Revision: https://developer.blender.org/D4708
Similar to many apps:
- Use left click and drag to box select
- Hold modifiers like Ctrl and Shift to remove or expand selections
- Use MMB-drag to use the tool outside of the gizmo area
In the future it would be nice if the transform tools would have this increased flexibility built-in so you could configure it more easily, but this setup seems to at least make it do the most commonly useful thing by default.
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4707
Modifier previews should be implemented by a more generic system.
The current system is already a hack and needed a lot of work
to get it working again in 2.80 and even so that would be replaced by
another system in the near future.
For Vertex Colors we have a work around in place by using Workbench
Vertex Colors. For Vertex Weights we loose the previewing. Not sure
targetting weight is working (even for 279).
Reviewed By: brecht
Maniphest Tasks: T63857
Differential Revision: https://developer.blender.org/D4734
We always keep the children that are not in a collection listed in the
end of the children list due to design. This way we can visually draw
them with dashed vertical lines.
This was already working for alphabetical sorting, however whenever
sorting was disabled, we would end up with a list of children ordered
regardless of their state (whether the child itself is in the collection).
As known as outliner parenting hierarchy take two.
Implemented suggestion by Brecht Van Lommel:
```
The problem is that it's iterating over te_parent->subtree,
while at the same time removing elements from it as tree_to_remove_objects_from.
Further there is a linear lookup to find tree elements corresponding to a child
object, which causes O(n^2) time complexity overall and so poor scaling for many
objects in a collection.
The more efficient solution that also fixes the crash could be:
* Build a map from Object* to a list of TreeElement* matching the object.
* For all objects in the tree lookup the parent in this map, and move or add
tree elements as needed.
```
I removed the grouping of the children not in collection in the end of
the children list when sorting was not enabled. If we think we really
need it back it can be tackled separately.
That said, despite due to performance reasons, I can't see why would
someone not have the a-z sorting enabled. And if they do, it is not the
end of the world to have interleaved children that are in the collection
or not in the parent subtree.
Force Displist to Mesh conversion if there is any modifier.
This is until we find a better way to store the batches per objects.
Also fix draw cache functions that were not returning final mesh edges.
I also had to make the "New" operator a submenu in the
`File Context Menu`, so that you can still select the template.
This partially solves T61599. Currently the confirm dialog
is not shown when an already existing file is opened.
Implementing that requires a bit more work and will be
done in a separate patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4732
Previously only a fixed bounding box could be used.
This was not flexible enough.
T63193 will benefit from this refactor.
Reviewers: brecht, campbellbarton
This never really worked as it was supposed to. The main goal of this is to
turn noise from sampling tiny hairs into multiple layers of transparency that
do not need to be sampled stochastically. However the implementation of this
worked by randomly discarding hair intersections in BVH traversal, which
defeats the purpose.
If it ever comes back, it's best implemented outside the kernel as a preprocess
that changes hair radius before BVH building. This would also make it work with
Embree, where it's not supported now. But it's not so clear anymore that with
many AA samples and GPU rendering this feature is as helpful as it once was for
CPU raytracers with few AA samples.
The benefit of removing this feature is improved hair ray tracing performance,
tested on NVIDIA Titan Xp:
bmw27: +0.37%
classroom: +0.26%
fishy_cat: -7.36%
koro: -12.98%
pabellon: -0.12%
Differential Revision: https://developer.blender.org/D4532
If the "Object Children" filter is enabled, we nest the object children inside
the object. If the child itself is not in the collection, it is grayed out,
connected by a dash line, and its restriction flags and contents are not shown.
If "Object Children" filter is disabled, it works as before.
Note: This is not super fast, but at least we traverse the tree only once to get the
children of an object. That said, there is a lot of loops going on here.
Task T63526.
Development notes:
I could use the GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR shader, but
that would mean I would need to iterate over the tree twice (once for
each shader) - or do some bigger refactor.
Also I could not get that shader to work. This shader expects float
vertices while the current one is using integers, so converting the code
would make the dash line drawing to diverge from the regular lines even
further.
Differential Revision: https://developer.blender.org/D4696