Commit Graph

1648 Commits

Author SHA1 Message Date
7273dbd47b Fix T69051 Vertex Paint: Selection not show in vertex select mode. 2019-08-26 18:43:53 +02:00
1a6491639a Fix T68954 UVEdit: Auto Smooth option conflicts with uvs display 2019-08-26 18:43:53 +02:00
7fee153bf5 3D View: show selected object axis when affect origins is enabled
This replaces temporarily enabling draw-axis.
2019-08-27 01:46:03 +10:00
51d9f56f87 GPencil: Invert Paste operator and make Paste to Active default
Before there were two options: Paste to original layer called "Paste" and Paste to active   layer called "Paste & Merge"

Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste".

For old "Paste", now is called "Paste by Layer" and it's not the default value anymore.

Note: Minor edits to add icons not present in Differential revision.

Differential Revision: https://developer.blender.org/D5591
2019-08-26 15:49:16 +02:00
742119bcb5 Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.

This is the fixed version of the hack. The issue was that the ibo ranges
were saved before the batch were reset and the IBO was discarded, leading
to a read after free error. All previous reported crash were tested and
are now not reproductible.
2019-08-26 15:43:28 +02:00
6eadd40597 Cleanup: redundant struct declarations 2019-08-25 16:45:47 +10:00
f16a28c4af Revert "Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading"
This reverts commit d357e7b065. This caused crashes in UV editor drawing and
updates in lookdev mode.

Fixes T69087, T69083, T69088, T69096.
2019-08-23 20:32:51 +02:00
d09b1ff1a6 Cleanup: undeclared variable warnings
Forward declare variables, or make them static.
2019-08-23 02:29:45 +10:00
OmarSquircleArt
08ab3cbcce Shading: Add object color to Object Info node.
The object color property is added as an additional output in
the Object Info node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5554
2019-08-22 14:26:09 +02:00
189aa32a3a Cleanup: vertex coordinate access, naming & minor changes
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
2019-08-22 06:48:10 +10:00
d357e7b065 Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading
The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.
2019-08-21 15:53:57 +02:00
c48d1d54f1 Select Engine: Move some private members out of select context 2019-08-20 11:36:36 -03:00
8919c1cad5 Cleanup: clang-format, sorted lists 2019-08-20 22:47:25 +10:00
5fa17ce720 Mesh Batch Cache: Fix crash caused by rB3cbf2462391c 2019-08-19 18:08:44 +02:00
4bf37bafc2 View3D Grid: fix imperial grid drawing
This is a step to finish the D4325 and fix the T61286.
Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`.
The idea of the code is to pass the steps of the grid already dimensioned as a uniform.

Another important thing to note is that subdivisions now only affect the grid without unity.
This matches the 2.7x Blender versions.

No performance loss (almost no gain too).

Reviewers: fclem

Subscribers: zlsa, rl.amorato

Differential Revision: https://developer.blender.org/D4379
2019-08-19 12:05:57 -03:00
3cbf246239 Fix T68719 Viewport: Wrong material index when switching between view mode
This was due to the GPUIndexBuf ranges only computed when requesting
the triangles indices. If the tris were already calculated, the new shading
batches would never have the GPUIndexBuf ranges and instead use the full
triangle index buffer.

So since this only happen when shading data does not match, we just save
the previous GPUIndexBuf ranges and reuse them for the new batch.

This patch is a bit of a hack on top of a hack but it works fine.
2019-08-19 17:02:27 +02:00
10001d9099 Mesh Batch Cache: Fix regression with mesh that have poly mat id > mat_len 2019-08-18 22:41:12 +02:00
b1959a96a2 Cleanup: spelling 2019-08-18 04:26:34 +10:00
2aef1347f9 Cleanup: correct comments 2019-08-18 04:26:29 +10:00
c3d037e88f DRW: Fix couple of issues in DRW_draw_select_id
Theses 2 function calls are mandatory.
2019-08-17 17:27:28 +02:00
66bd96e0bb Cleanup: remove gawain reference 2019-08-17 01:17:30 +10:00
2790740813 Cleanup: spelling 2019-08-17 00:57:05 +10:00
ecc3b033a7 Fix T68715 Hidden polygon Edit mode are hidden in Object level 2019-08-16 15:00:50 +02:00
8f565f5a6f WM: reuse visible region calculation
Avoids calculating the visible part of a region whenever
on-screen overlays are drawn.
2019-08-16 06:44:25 +10:00
0f79c346c6 Fix check that validates a selection index 2019-08-15 17:08:38 -03:00
4aad773061 Cleanup: Silence C4115 warning
`'ParticleSystem': named type definition in parentheses`
And prevent the need for struct `Object` to be defined.
2019-08-15 12:35:28 -03:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
261a02fc59 DRW: New function DRW_culling_min_max_test
For testing intersection with frustrum planes without having to transform all bound box vertices into global space.
2019-08-15 10:20:21 -03:00
ff1ea600c9 Fix T68675: particle edit mode makes blender crash
In rB9c010c44f420, DRW_mesh_batch_cache_create_requested was changed to
take a scene (instead of toolsettings directly), but
DRW_draw_depth_object is calling this with with NULL, just checking for
this seems to fix...

Reviewers: fclem

Maniphest Tasks: T68675

Differential Revision: https://developer.blender.org/D5488
2019-08-15 11:56:57 +02:00
80e9eb66d5 Mesh Batch Cache: Split UV an tangent into 2 distinct VBOs
This is done because they don't have the same update frequency. UV can be
persistent even on geometry update (ex: skinned object) but tangents
can change if the normals change.

Also the name buffer per vbo was too small to contain all names.
2019-08-14 23:59:33 +02:00
deb5416a1a GPU: Vertex Format: ADd function for safe GLSL attrib name
This remove code duplication and use base63 encoding of the hash.
Use mumur hash to have more randomness.
2019-08-14 23:59:33 +02:00
9c010c44f4 Mesh Batch Cache: Refactor + Multithread
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.

This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).

We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5424
2019-08-14 19:05:26 +02:00
b5f5f6e319 Cleanup: rename BaseOffset to ObjectOffsets 2019-08-12 12:29:38 -03:00
44d95cbf95 Cleanup: DRW manager: Move select_buffer.c utilities out of the selection engine internals 2019-08-12 12:10:44 -03:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
edb828d0d7 DrawManager: Fixed Assertion In Workbench 2019-08-06 16:49:02 +02:00
b4a325f535 Cleanup: use unsigned char for theme colors
Nearly all byte-color functions use 'uchar'
causing casts when then colors were passed in.

Declare as uchar to remove the need for casts.
2019-08-06 04:35:22 +10:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
421280a3f7 Cleanup: remove unused member 2019-07-31 22:46:41 -03:00
3566b81c8b Refactor access to dependency graph
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.

Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.

This replaces OPTYPE_USE_EVAL_DATA which is now removed.

Some general rules about usage of accessors:

- Drawing is expected to happen from a fully evaluated dependency graph.
  There is now a function to access it, which will in the future control
  that dependency graph is actually evaluated.

  This check is not yet done because there are some things to be taken
  care about first: for example, post-update hooks might leave scene in
  a state where something is still tagged for update.

- All operators which needs to access evaluated state must use
  CTX_data_ensure_evaluated_depsgraph().

  This function replaces OPTYPE_USE_EVAL_DATA.

  The call is generally to be done in the very beginning of the
  operator, prior other logic (unless this is some comprehensive
  operator which might or might not need access to an evaluated state).

  This call is never to be used from a loop.

  If some utility function requires evaluated state of dependency graph
  the graph is to be passed as an explicit argument. This way it is
  clear that no evaluation happens in a loop or something like this.

- All cases which needs to know dependency graph pointer, but which
  doesn't want to actually evaluate it can use old-style function
  CTX_data_depsgraph_pointer(), assuming that underlying code will
  ensure dependency graph is evaluated prior to accessing it.

- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
  explicit and local about where dependency graph is being ensured.

This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.

Fixes T67454: Blender crash on rapid undo and select

Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.

Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut

Reviewers: brecht

Reviewed By: brecht

Subscribers: lichtwerk

Maniphest Tasks: T67454

Differential Revision: https://developer.blender.org/D5343
2019-07-31 16:55:15 +02:00
b9718299ea Fix crash clicking in the 3D view on startup
Setting the 3D view cursor on startup could crash because the
viewport hasn't been assigned to the region.
2019-07-30 21:43:40 +10:00
651d8bfd98 3D View: Move selection API to a Selection engine.
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.

Reviewers: campbellbarton, fclem

Subscribers: jbakker, brecht

Differential Revision: https://developer.blender.org/D5090
2019-07-30 06:46:59 -03:00
19aa873f70 Fix T67299: UV Stretching Overlay of type "Area" fail when any face is hidden
We want to include this for 2.80
2019-07-23 07:51:16 -03:00
0b4c0472a3 Fix T61117: Selecting an armature doesn't select the bone
Regression from 2.7x caused by 28dfc47cf0
2019-07-18 14:26:34 +10:00
d061154b93 Fix T66983 Wireframe Display in edit mode edges missing when overlays are disabled 2019-07-15 19:55:09 +02:00
4404a0dcd4 Fix T66707 Modifying bone's 'Custom Object' reference shape causes blender to crash
This was caused by an instancing batch not being initialized correctly.
2019-07-15 19:27:54 +02:00
18310ad509 Fix T66773: Active edit-bone isn't updating 2019-07-13 00:20:28 +10:00
3569fdb745 Cleanup: use _orig as a suffix 2019-07-13 00:14:14 +10:00
53a7ce1f8a UI: increase contrast for active bone
Follow up for T66747 fix, active color didn't contrast enough.
2019-07-12 22:30:25 +10:00
bb7b741d2f Fix T66654: wireframe overlay crash in vertex paint in some cases
Differential Revision: https://developer.blender.org/D5218
2019-07-10 17:05:19 +02:00