Commit Graph

408 Commits

Author SHA1 Message Date
61776befc3 Cleanup: move public doc-strings into headers for 'editors'
Ref T92709
2021-12-09 01:14:10 +11:00
3850fdd5b9 Assets: Sanitize threaded preview creation with undo
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
2021-11-24 11:26:37 +01:00
481f032f5c Assets: Generate light preview when making light object an asset
We already supported previews for lights, just didn't actually use them
when making a light object an asset. They were only used when making the
light data itself an asset.
2021-11-22 21:14:11 +01:00
34615cd269 Fix grayed out preview generation button for light objects
Mistake in e7bea3fb6e.

We should only skip preview generation for objects that don't support
preview rendering, not completely forbid accessing preview data of such
IDs.
2021-11-22 21:12:36 +01:00
d753ebd40a Cleanup: spelling in comments 2021-11-11 14:59:30 +11:00
ab7214ca2e Fix performance issues with pose library sidebar and many poses
When the asset view in the sidebar of the pose library would contain
more than a few handful poses, interaction and animation playback
performance would be impacted considerably. This was because our icon
drawing scales image buffers using a rather slow method on the CPU.
This commit changes it so the asset icons are scaled using the GPU.

Note that this is a temporary change. I'd like all icon code to use
GPU-side scaling, see D13144. But such a change is too risky to do in
the release branch at this point, so this fix is specifically for the
3.0 release.
2021-11-08 16:56:42 +01:00
8fa8e8bc37 Cleanup: quiet compiler warnings 2021-11-08 14:52:27 +11:00
Leon Leno
9be49a1069 Fix: Property editor icon jittering in some cases
In the tools tab, the tool icon would be offset when it intersected
the bottom of the editor. With some screen resolutions, the icons on
the left side of the editor would also move when intersecting the
bottom of the editor. This happened because of the truncation in
the implicit conversion from float to int. Instead, use explicit
conversion functions.

Differential Revision: https://developer.blender.org/D11097
2021-11-05 16:32:35 -05:00
Pablo Vazquez
7c75529333 UI: Use arrow icon on context paths
The current `ICON_SMALL_TRI_RIGHT_VEC` uses dark hard-coded colors ([`0.2`, `0.2`, `0.2`])
which makes it impossible to theme and hard to see in dark contexts.

Use `ICON_RIGHTARROW` to match the Outliner's breadcrumbs. This icon uses `TH_TEXT` so it's visible as long as the rest of the text is.

##### Master
(Properties editor background made red on purpose to be able to see the triangle icon)
{F11713038, size=full}

#### This patch
{F11713039, size=full}

Reviewed By: #user_interface, Severin, HooglyBoogly

Maniphest Tasks: T92771

Differential Revision: https://developer.blender.org/D13106
2021-11-05 16:23:22 +01:00
Falk David
5cebcb415e VSE: Add color tags to strips
This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.

Color tags are defined in user preferences and they can be disabled in overlay
settings.

Reviewed By: campbellbarton, ISS

Differential Revision: https://developer.blender.org/D12405
2021-09-29 14:34:01 +02:00
d0493796a6 Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.

The shader is complicated by itself, having hardcoded values makes it
even more cryptic.

I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.

Differential Revision: https://developer.blender.org/D12615
2021-09-23 17:41:11 +02:00
5f6033e091 Keyframe: Reduce GPU context switches.
This change reduces the GPU context switches when drawing keyframes.
In the previous situation the keyframe blocks and keyframe keys were
drawn per channel. With this patch first all the keyframe blocks are
drawn for all channels and after that the keyframe keys are collected
for all channels and send to the GPU in a single draw call.
2021-08-13 09:37:38 +02:00
f5acfd9c04 Cleanup: remove redundant parenthesis 2021-08-05 16:54:34 +10:00
d3dd735fea UI: building without Python again
Also quiet some warnings.
2021-08-03 22:45:37 +10:00
828c66f393 Cleanup: spelling in comments 2021-07-26 12:32:42 +10:00
132522cba8 Cleanup: Separate keyframes_draw and keyframes_keylist.
The keylist functions are used in other places for none drawing related
stuff. Fe pose_slide uses it.
2021-07-19 15:53:04 +02:00
6bd42baaeb Cleanup: Use const for UI icon getter function 2021-07-15 16:12:36 +02:00
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
5bbbc98471 Cleanup: spelling in comments 2021-07-07 13:42:46 +10:00
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
2f367db2cc Cleanup: preview rendering, push bContext a bit further down the call stack
Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.

No functional changes.
2021-04-13 13:14:49 +02:00
Leon Leno
965425bcbc Fix T86463: Colored collection icons don't scale with zoom level
This patch fixes the issue in T86463 that colored collection icons in
the collection search box don't scale according to the zoom level.

The issue was caused by the drawing function for the colored
collection icons not allowing to change the size of the icons.
This patch addresses that by scaling the icon based on the drawing
width.

Reviewed By: #user_interface, natecraddock, Severin

Differential Revision: https://developer.blender.org/D10708
2021-04-07 08:54:05 -06:00
17534e28ff Assets: Preview rendering for Action datablocks
Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.

It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.

Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D10543
2021-02-26 12:44:08 +01:00
89c79c3ed8 Cleanup: Abbreviate enums with 'UNSIGNED_' in the name 2021-02-17 12:38:21 -03:00
dcdc0f177a Cleanup: use const variables 2021-01-04 17:40:05 +11:00
0330b0552b Cleanup: Explicitly pass icon size to generation function, not just bool
* This way you don't have to look up the function declaration to know what the
  boolean value means.
* You can call the function in a loop over the available sizes and pass the
  index as size.
* Makes it easier to add a new size in future if needed.
2021-01-02 15:36:51 +01:00
d2239b685c UI: Use better icon for identifying assets
Use the `ASSET_MANAGER` icon which is more appropriate than the current one
which was just an unused icon that seemed sorta fitting, but was only meant to
be temporary.
The `ASSET_MANAGER` icon is already used for the Asset Browser, so it's being
reused which we normally avoid. So we may still want to create a dedicated one,
maybe a variation of this one.
2020-12-21 13:33:48 +01:00
Eric Cosky
4f128269b2 Fix possible crash with custom (add-on defined) icons
This change is a simple null check on the ID provided to icon_set_image() which
appears to be a legitimate value for the ID when used by some addins
(discovered with PowerSave shortly after syncing to main).

Differential Revision: https://developer.blender.org/D9866

Reviewed by: Julian Eisel
2020-12-16 12:13:49 +01:00
3fc9fc1cb4 UI: Indicate asset data-blocks with an icon in Outliners & search menus
It's useful to easily see which data-blocks are assets and which not. So just
like we usually show the library linking/override icons, we show the asset icon
there (these are mutually exclusive data-block states).

Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an
add-on!) and is sorta fitting, but not quite. We should either change this one
or add an own asset icon. Meanwhile this isn't too bad :)

Also adds an internal macro to check if a data-block is an asset, consistent to
how we do it for libraries and library overrides.
2020-12-16 12:10:58 +01:00
9363132c86 Asset System: Various changes to previews in preparation for Asset Browser
* Support defining (not necessarily rendering) icons in threads. Needed so the
  File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
   (cleaner & safer code). Had to do some cleanups and minor refactoring for
   that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
  preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
  Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
  ID type doesn't support it (fallback to single threaded). This is for general
  sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
  because `NC_ASSET` wasn't defined in master yet.

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Differential Revision: https://developer.blender.org/D9719

Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-15 17:03:45 +01:00
a3833abe2c Fix wrong grease pencil datablock icon in file browser
The datablock shown in the file browser was the draw mode icon rather
than the datablock icon.
2020-11-17 19:49:28 -07:00
0633a89e18 UI: Remove remaining uses of old collection icon
After rB452a1c7b3838 there were still a few cases where the old
collection icon was used in the interface. Replace these with the new
filled collection icon.
2020-11-13 20:28:28 -07:00
2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00
6a9e9bef44 Cleanup: Reduce indentation by returning early
Checking for NULL icons or draw info can remove some indentation later
in the funcitons, making the code more readable.
2020-09-21 13:21:22 -05:00
d93db4f30c Cleanup: Declare variables where initialized 2020-09-21 12:14:31 -05:00
0e78dacb4d Cleanup: change enum usage so types are explicitly listed
Structure switch statements so new missing items cause warnings.
2020-09-18 11:15:12 +10:00
1dda60792c Cleanup: use 'UI_icon_*' prefix for icons API
- UI_collection_color_icon_get -> UI_icon_color_from_collection
- UI_idcode_icon_get           -> UI_icon_from_idcode
- UI_library_icon_get          -> UI_icon_from_library
- UI_mode_icon_get             -> UI_icon_from_object_mode
- UI_rnaptr_icon_get           -> UI_icon_from_rnaptr
- UI_alert_image               -> UI_icon_alert_imbuf_get
- UI_preview_render_size       -> UI_icon_preview_to_render_size
- UI_id_icon_render            -> UI_icon_render_id
2020-09-18 10:24:14 +10:00
4c3813fb32 UI: Show color tagged collection icons in menus
Draw color tagged collection icons in the link to collection, add
collection instance, collection instance search, and remove collection
menus.

Manifest Task: https://developer.blender.org/T77777

Differential Revision: https://developer.blender.org/D8622
2020-09-15 12:47:09 -06:00
452a1c7b38 Collections: Add color tagging
This adds color tagging to collections. There are 8 color
options which are themable in the user preferences, with an additional
option for no color tag by default.

This adds a new filled collection icon and 8 colored variants of the
icon that can be themed in the user preferences.

In this commit the only interface to setting the color tags is through
Python, and there is nowhere in the interface where the collections are
shown colored. Setting and viewing the color tags from the outliner will
follow.

Manifest Task: https://developer.blender.org/T77777

Differential Revision: https://developer.blender.org/D8622
2020-09-15 12:47:09 -06:00
2e4569abbc Fix remaining GL calls/type preventing from building due to recent cleanup 2020-09-12 19:48:52 +02:00
2110af20f5 Outliner: Move mode toggling to left column
Add a column of icons in the left gutter of the outliner for controlling
the interaction modes of objects. When an object is in a mode other than
object mode, the mode icon will draw to the left of that object. Any
other objects that are valid to be added or swapped into the mode are
drawn with a dot to the left of the object.

Clicking the dot to the left of an object will swap that object with the
current active object in the interaction mode. For edit and pose modes,
ctrl clicking the dot will add that object to the current mode.

Clicking the mode icon next to the active object removes it and all
other objects from the current mode.

The behavior is nearly identical to the previous edit/pose mode toggling
by selecting the mesh and armature datablocks, with additional support
for all interaction modes.

Currently two undo steps are pushed to prevent an assert.

Part of T77408

Manifest Task: https://developer.blender.org/T68498

Differential Revision: https://developer.blender.org/D8641
2020-09-10 09:01:27 -06:00
63916f5941 Cleanup: reduce variable scope 2020-09-09 18:41:07 +02:00
ab95cdaba9 GPUTexture: Change texture creation API
This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.

This is a cleanup commit, there is no functional change.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
bac4606937 Cleanup: GPUTexture: Remove use of GPU_texture_create_nD
Use creation + update function instead.
2020-09-05 17:49:14 +02:00
31c77a14af GPUTexture: Add support for samplers
This just add back the support.
This commit also includes a bit of cleanup.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
371ddda4d0 Cleanup: Clang-Tidy readability-redundant-preprocessor fixes
Remove redundantly nested `#if` and `#ifdef` statements.

One nested `#if 0` block was left untouched, as it's in particle code
that's no longer maintained. Furthermore, that block also has some
explanation as to the differences between the enabled & disabled parts.

One nested `#if 0` construct was completely removed, leaving only the
actually used bit of code. There was no explanation as to the usefulness
of the disabled code, and it hasn't been touched in years.

No functional changes.
2020-09-04 11:26:26 +02:00
052538edc1 Cleanup: Use GPUBatch for icon and area drawing
This is in order to remove GPU_draw_primitive to streamline the drawing
abstraction.
2020-09-01 00:30:36 +02:00
add48c0074 Cleanup: use const variables in interface code 2020-08-26 10:31:44 +10:00
bf1b622dd9 GPUState: GPU_blend final API renaming
We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
2020-08-18 21:30:10 +02:00
10558d6973 Cleanup: GPUState: remove use of GPU_blend_set_func 2020-08-18 21:30:10 +02:00