This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
The current code is accessing this from outside the gpu "namespace". As
such it should be accessing GPU_ functions, not gpu_ functions.
This is also a place to centralize the XXX message that will be
addressed upon refactor. So we can reuse this call in other places that
need the same temporary workaround.
Groundwork for upcoming fix (D8472)
Operators are one of the last places in Blender to use older UI designs
that don't fit in with recent style conventions. This commit updates
these custom operator UI callbacks for consistency and clarity.
Some of the code is also simplified a lot. Some of the older operator layouts
were much more complex (in terms of code) than they needed to be.
See the differential revision for a before and after screenshot
of each operator.
Differential Revision: https://developer.blender.org/D8326
Functionality here has become confusing over time,
this removes duplicate, similar functions, preferring to set the mode
instead of toggle, enter, exit.
Mode switching utility function behaved differently regarding undo,
'ED_object_mode_toggle' for example didn't skip the undo push
where 'ED_object_mode_set' did.
Some callers chose these functions based on the intended undo behavior,
even when toggling didn't make sense.
There was also ED_object_mode_generic_enter which was similar to
ED_object_mode_set, instead of the reverse of ED_object_mode_generic_exit.
Simplify object mode switching internals:
- Replace ED_object_mode_generic_enter with ED_object_mode_set.
- Remove ED_object_mode_toggle as nearly all callers needed to check
the current mode so toggling would set the mode argument correctly.
- Use ED_object_mode_set for the object mode switching operator
to simplify logic.
- Add ED_object_mode_set_ex which has an argument to disable undo,
needed when loading undo data needs to set the mode.
- Remove unused ED_object_mode_exit.
This feature was added when Blender used tex-face (per-face images),
but doesn't make as much sense since this was removed.
Removing this from UV edit-mode as this wasn't working in any
of the 2.8x releases, causing UV's to be visible but unselectable.
Resolves issue raised in T76958.
passes than one in another slot
If a particular pass is not available in a slot we are switching to,
still show the menu, but with a blank name for the currently selected
item so that the user can change it to a valid value.
thx @brecht for providing the standard way Blender deals with these
kinds of situations.
Maniphest Tasks: T76179
Differential Revision: https://developer.blender.org/D7552
Seems like this was left out when UV operators were converted to multi-
object-editing, ref T54645.
Maniphest Tasks: T76111, T54645
Differential Revision: https://developer.blender.org/D7537
Caused by rB2bf4c74130ff.
For undo, the ImageUser's scene should be NULL (see D7022 for
discussion).
PaintTiles were already doing it beforehand in ED_image_paint_tile_push,
but Image ops [scale/invert] are calling
ED_image_undo_push_begin_with_image directly.
Now actually set the UndoImageHandle iuser.scene to NULL (rather than
asserting)
ref T75675
Maniphest Tasks: T75675
Differential Revision: https://developer.blender.org/D7435
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
Move sample operator functions to `ed_util_imbuf.c` and change common functions,
so they can be used in image editor and sequencer.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7315
Ensure we use the first frame as filepath so we can compute the number of
leading zeros. For file validation, always test the first frame rather than
the current scene frame.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
When using the image editor the display channels attribute can become
invalid when selecting another image/buffer. This patch will check what
display channels are valid and when an invalid channel is selected it
will fall back to the color channel.
To de-duplicate the code it also introduces a
`ED_space_image_get_display_channel_mask` function that will determine
the valid bitflags for the display channel of a given `ImBuf`.
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.
Reviewed By: fclem, dfelinto
Differential Revision: https://developer.blender.org/D6922
Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.
This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.
Reviewed By: brecht , dfelinto
Differential Revision: http://developer.blender.org/D7164
Caused by the introduction of UDIM (rBc30d6571bb47).
We need to make sure the tiles ImageUser is set up correctly [especially
the framenr], otherwise BKE_image_acquire_ibuf() and friends will fail
to find the correct ImBuf.
Also instead of initializing a minimal BKE_imageuser_default, now use
an appropriate ImageUser if avaliable and pass this around (instead of
just the tile_number). 2D painting can reuse the Image Editor ImageUser,
for 3D painting we still rely on a default ImageUser in most places, but
at least set the framenr correctly].
This also fixes crashes when doing image operations such as inverting or
resizing on images in a sequence in the Image Editor.
This also fixes color sampling (S) from the 3DView going wrong for image
sequences (would fallback to OpenGL sampling because an ImBuf could not
be found).
Maniphest Tasks: T74425
Differential Revision: https://developer.blender.org/D7022
While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051