ui_draw_but_COLORBAND
Introduced a new checker shader to be used mostly on transparent areas.
OpenGL immediate mode: interface_draw.c (cont)
ui_draw_but_UNITVEC
Introduced a new shader to be used for simple lighting.
all is in the title too..
Reviewers: merwin
Reviewed By: merwin
Subscribers: Blendify, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2337
I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.
Reviewers: merwin, dfelinto, Severin
Reviewed By: merwin
Subscribers: fablefox, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2274
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.
Added same for batched rendering.
This serves as a good example of the Gawain API. (I’ve thought of a
better way to draw drop shadows, but that can wait!)
Part of T49043.
This is what I had in mind for D1753.
This diff adds a 6th drawing mode to the Waveform Scope.
The new mode shows the RGB colour channels overlaid as a "Full colour" waveform.
The old "Red Green Blue" mode is renamed "Parade" which is the standard industry
term for RGB channels shown side-by-side.
This full colour style of waveform is very much more useful for colour grading than the
Parade mode and is the default waveform for many artists.
Files from older Blender versions which show scopes open as expected.
Patch by John Cox (johnedwardcox), thanks!
Reviewers: sergey
Reviewed By: sergey
Subscribers: campbellbarton, tmw, Blendify
Differential Revision: https://developer.blender.org/D1936
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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