Commit Graph

1531 Commits

Author SHA1 Message Date
f9f4e20871 Merge branch 'master' into blender2.8 2017-08-28 11:27:50 +02:00
2e71927622 Make GS macro return proper IDType type
Previously it was returning short, which was really easy to (a) compare against
non-ID type value (b) forget to handle some specific value in switch statement.

Both issues happened in the nearest past, so it's time to tighten some nuts
here.

Most of the change related on silencing strict compiler warning now, but there
is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still
cast to short to handle that switch. If someone has better ideas how to deal
with this please go ahead :)
2017-08-28 11:21:55 +02:00
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
9567529b8f Merge branch 'master' into blender2.8 2017-08-12 00:23:49 +10:00
e6da7bb75c Fix T52346: Alt-I (Delete Keyframes) on a NlaStrip's Extrapolate property would crash 2017-08-12 01:52:51 +12:00
440bce242d Keyframe Drawing: Fix 2.7 -> 2.8 regressions
* Outlines of keyframes were too thick and ugly

* Size differences between keyframe types was being swallowed
  by the pixel-fudge factor, leaving colour as the only distinguishing
  factor (bad!)
2017-08-03 01:25:55 +12:00
8ddaa6a4e2 Merge branch 'master' into blender2.8 2017-08-01 10:38:36 +10:00
a372638a76 Cleanup: use static vars where appropriate 2017-08-01 09:06:34 +10:00
2b7edb77c9 Fix fcurve color assignment 2017-08-01 08:27:35 +10:00
2174a2118b Cleanup: use WM_event prefix for modal_tweak_exit 2017-07-18 18:09:26 +10:00
876cc5b7c0 Merge branch 'master' into blender2.8 2017-07-18 18:10:19 +10:00
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
00c4f49a6d Cleanup: indentation, long lines 2017-06-12 13:38:21 +10:00
d675415eef Replace all old DAG calls with direct calls to new DEG and remove BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
2017-06-08 10:17:04 +02:00
Julian Eisel
7f564d74f9 Main Workspace Integration
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)

Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)

== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.

Opening files without UI and commandline rendering should work fine.

Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.

== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.

== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)

== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)

Reviewed By: campbellbarton, mont29

Tags: #user_interface, #bf_blender_2.8

Maniphest Tasks: T50521

Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:59:37 +02:00
65aab6cdae Merge branch 'master' into blender2.8 2017-05-20 14:19:05 +10:00
81e584ed17 CMake: Use GCC7's -Wimplicit-fallthrough=5
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
2017-05-20 14:01:03 +10:00
d7d4bca23b Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!

As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.

In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.

Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
2017-05-01 16:32:55 +02:00
9fe19437e9 Getting rid of setlinestyle: markers' dashed line in VSE. 2017-04-28 19:22:45 +02:00
913e9350a5 Convert BaseLegacy to Base (part) 2017-04-24 16:09:04 +02:00
bd3a1b9490 OpenGL: use PRIM instead of GL enum for immBegin
Getting ready for a Gawain API change...

Part of T49043
2017-04-07 16:31:26 -04:00
f69678482c OpenGL: refactor UI_draw_roundbox functions
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.

- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
2017-04-06 19:15:26 -04:00
0debbe2b7f Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
2017-04-06 01:18:12 -04:00
a4fac21fc5 Cleanup: Move imm_draw utils into own file
These were in BIF_glutil which is documented to be removed,
so best not define new API's there.
2017-04-05 18:43:59 +10:00
064eba208e revert recent cleanup, keep useful changes
Don't want to annoy module owner.

What is kept:
- UI_view2d_scale_get with unused y scale
- corrected comment
- unsigned --> unsigned int
2017-04-04 19:36:32 -04:00
125ce644f2 cleanup
I started cleaning up UI_view2d_scale_get where the y scale was unused, then got carried away...

- for loop scope
- declare variables closer to where they are used
- move early exits closer to function start
- unsigned --> unsigned int
2017-04-04 15:40:21 -04:00
3bd831d1d6 OpenGL: convert to new matrix API (part 4)
Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
2017-03-21 16:11:55 -04:00
fbb1b311ea Merge branch 'master' into blender2.8 2017-03-12 03:00:06 +11:00
bcc8c04db4 Cleanup: code style & cmake 2017-03-12 02:47:53 +11:00
17689f8bb6 Fix T50904: Imprecise timeline frame selection using mouse
The changes introduced in rB3e628eefa9f55fac7b0faaec4fd4392c2de6b20e
made the non-subframe frame change behaviour less intuitive, by always
truncating downwards, instead of rounding to the nearest frame instead.
This made the UI a lot less forgiving of pointing precision errors
(for example, as a result of hand shake, or using a tablet on a highres scren)

This commit restores the old behaviour in this case only (subframe inspection
isn't affected by these changes)
2017-03-10 15:07:17 +13:00
Dalai Felinto
aa845eed1e Remove tons of OBACT
There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
2017-03-02 17:09:24 +01:00
8901263b5f Merge branch 'master' into blender2.8 2017-03-02 00:22:13 +11:00
714e85b534 Cleanup: code-style, duplicate header 2017-03-02 00:16:36 +11:00
3626521346 Base Refactor Tasks: Fix some legacy bases for dopesheet 2017-03-01 11:41:23 +01:00
e142793815 Base Refactor Tasks: Change selection flags 2017-03-01 11:31:10 +01:00
14627cc2ee Base Refactor Tasks for gpencil filter 2017-03-01 11:21:06 +01:00
Dalai Felinto
6ee70312bb Dopesheet: fix crash when dragging keyframes 2017-03-01 10:43:04 +01:00
54ed1b7324 Fix Dopesheet and Curve editor to use new bases in SceneLayer instead of old base.
(see D2538)

Thanks to dfelinto for his support.
2017-02-28 17:16:46 +01:00
e7d57628c9 OpenGL: keyframe shape fixes
- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
2017-02-28 01:21:27 -05:00
322b1d3187 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/editors/animation/anim_draw.c
2017-02-17 20:03:55 +01:00
3e628eefa9 Motion blur investigation feature
This commit adds a way to debug Cycles motion blur issues which
are usually happening due to something crazy happening in between
of frames. Biggest trouble was that artists had no clue about
what's happening in subframes before they render. This is at
least inefficient workflow when dealing with motion blur shots
with complex animation.

Now there is an option in Time Line Editor which could be found
in View -> Show Subframe. This option will expose current frame
with it's subframe to the time line editor header and it'll allow
scrubbing with a subframe precision in time line editor.

Please note that none of the tools in Blender are aware of
subframe, so they'll likely be using current integer frame still.

This is something we don't consider a bug for now, the whole
purpose for now is to give a tool for investigation. Eventually
we'll likely tweak all tools to be aware of subframe.

Hopefully now we can finish the movie here in the studio..
2017-02-15 16:19:05 +01:00
Dalai Felinto
9151f12dad Immediate Mode: animation markers 2017-02-14 11:10:51 +01:00
9148ce9f3c F-Curve normalization: Do proper curve min/max instead of handle min/max
Would be cool to find some way to cache the results.
2017-02-13 10:02:04 +01:00
b104057d00 OpenGL: enable program point size for keyframes
Allows vertex shader to determine how large to rasterize each point sprite. Forgot to do this before.
2017-02-12 01:56:08 -05:00
bbc31e8929 OpenGL: draw keyframe markers as point sprites
Also some conversion to new imm mode (T49043).

Multiple editors affected.
We could push this even further & draw all keyframes in an editor with a single draw call.

Something is strange with keyframe markers in blender2.8 -- they're not showing up before or after this commit. They do appear in master. This commit probably needs some follow-up work after keyframes are showing again. Better to share this code now instead of sitting on it.
2017-02-11 00:24:59 -05:00
ae3646cd9f cleanup from recent commits
coding style, float literals

Converted some (expr / literal) to (expr * literal) where it does not impact readability.

Simplified a few function calls.
2017-02-11 00:42:55 +01:00
8fbf1c4d77 OpenGL immediate mode: Convert leftover UI_ThemeColor calls
Some `UI_ThemeColor` calls were left in converted files, in some cases
because they were just overlooked, and in the case of text drawing,
because the new BLF color functions were not yet implemented at the
time of conversion.

Also converted one `drawcircball` call that was left in
transform_constraints.c

Part of T49043
2017-02-11 00:36:06 +01:00
9d8a9cacc3 De-duplicate min/max calculation in F-Curve normalization 2017-02-10 18:10:26 +01:00