Commit Graph

68494 Commits

Author SHA1 Message Date
Campbell Barton
2128e26d86 Draw Manager: initial lattice support
Still misses support for edit-mode selection & weight drawing.
2017-04-13 22:09:59 +10:00
Campbell Barton
b96777b3e1 Cleanup: minor changes to logic for outline drawing
Use brace placement following code-style too.
2017-04-13 21:46:18 +10:00
Bastien Montagne
102c331146 Fix RNA LayerCollectionEngineSettingsClay not inheriting from LayerCollectionSettings.
Was hence missing the 'name' property, which broke the 'dict-like'
behavior of Scene.collection_properties.
2017-04-13 12:17:50 +02:00
Alexander Romanov
6f268ac55d Merge branch 'master' into blender2.8 2017-04-13 13:02:39 +03:00
Alexander Romanov
f5bc8ad4ce Add red alert in UI controls for datablock pointer properties 2017-04-13 12:59:04 +03:00
Campbell Barton
0a62e971b2 Draw Engine: Draw sets recursively
Matchers regular viewport behavior
2017-04-13 19:42:59 +10:00
Alexander Romanov
a7b3047cef Datablock ID Properties
The absence of datablock properties "will certainly be resolved soon as the need for them is becoming obvious" said the [[http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes|Python Nodes release notes]]. So this patch allows Python scripts to create ID Properties which reference datablocks.
This functionality is implemented for `PointerProperty` and now such properties can be created with Python.

In addition to the standard update callback, `PointerProperty` can have a `poll` callback (standard RNA) which is useful for search menus. For details see the test included in this patch.

Original author: @artfunkel

Alexander (Blend4Web Team)

Reviewers: brecht, artfunkel, mont29, campbellbarton

Reviewed By: mont29, campbellbarton

Subscribers: jta, sergey, campbellbarton, wisaac, poseidon4o, mont29, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov, fjuhec, sharlybg, cardboard, duarteframos, blueprintrandom, a.romanov, BYOB, disnel, aditiapratama, bliblubli, dfelinto, lukastoenne

Maniphest Tasks: T37754

Differential Revision: https://developer.blender.org/D113
2017-04-13 12:33:05 +03:00
Sergey Sharybin
f90a243d9c Cycles: Header cleanup in BVH: move self header to be the first one
This makes us more sure that header files are more self-sufficient.
2017-04-13 11:28:02 +02:00
Campbell Barton
ffa63d2de6 Use regular header guards in GPU 2017-04-13 19:11:55 +10:00
Sergey Sharybin
0097f9b298 Cycles: Split BVH implementations into separate files 2017-04-13 10:55:46 +02:00
Sergey Sharybin
c8548871ac Cycles: Use more explicit and commonly used names for BVH structures
This renames BinaryBVH to BVH2 and QBVH to BVH8. There is no user measurable
difference, but allows us to add more types of BVH trees such as BVH8.
2017-04-13 10:29:14 +02:00
Mike Erwin
1c426d5b6c OpenGL: implement 2D with 4x4 matrices
... even though 3x3 feels better.
 
This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks.

External API stays (almost) the same. Our GLSL shaders can use this without any changes.

Part of T49450 and T51164
2017-04-13 04:00:19 -04:00
Mike Erwin
fae01c3a54 use new 3D matrix impl in draw manager
These functions mark the beginning and end of 3D drawing, causing the matrix API to use our own implementation instead of legacy OpenGL.

Part of T49450
2017-04-13 01:07:52 -04:00
Mike Erwin
56e9629d96 Gawain: look up array uniforms correctly
Look up "name[0]" when asked for "name", since that marks the beginning of the array.

We're comparing to the name stored in ShaderInterface which comes from glGetActiveUniform.
2017-04-13 01:07:51 -04:00
Mike Erwin
f7087109ce cleanup image drawing setup 2017-04-13 01:07:51 -04:00
Mike Erwin
b02786ae6b Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!

- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
2017-04-13 01:07:51 -04:00
Mike Erwin
6bfb9b7b5f Gawain: add immUniform4iv
Needed soon by OCIO.
2017-04-13 01:07:50 -04:00
Mike Erwin
c61b7b0263 Gawain: add (temp) legacy GLSL support to ShaderInterface
A temporary measure needed by GPU_basic_shader.

Part of T51164
2017-04-13 01:07:50 -04:00
Mike Erwin
02fd9a1aaf Gawain: improve ShaderInterface
- builtin uniforms match what Blender needs
- set input counts in struct (stupid mistake)
- look up uniforms by name
- look up builtin uniforms by enum
- check attrib/uniform locations for error
2017-04-13 01:07:49 -04:00
Campbell Barton
c0a9e388b3 GLSL: rename edit_overlay -> edit_mesh_overlay
Avoid confusion with overlays with non-mesh types
2017-04-13 14:13:46 +10:00
Campbell Barton
64660b902c Use 'safe' macros for common free operation
Same as MEM_SAFE_FREE macro,
checks for NULL, runs free then sets NULL.

Blocks of code that do this many times are noisy and likely
errors here wouldn't be noticed immediately.

Also NULL's static vars which were being left set.
2017-04-13 13:37:27 +10:00
Mike Erwin
c080702e73 fix drawing file column dividers (T51189)
Problem was an edge case where vertex_ct logic and draw logic disagreed on how many dividers to draw.

Fix: copy draw logic to earlier vertex_ct

I also skip any drawing or setup if vertex_ct = 0, and set color attribute only for each line's provoking vertex. Small optimizations but these things add up.
2017-04-12 14:20:55 -04:00
Dalai Felinto
2871bad8ea Fix T51188 compilation errors in Windows 2017-04-12 18:58:38 +02:00
Sergey Sharybin
ed5c3121f5 Task scheduler: Prevent race condition for the pools created from non-main thread
We can not re-use anything for such pools, because we will know nothing about whether
the main thread is sleeping or not. So we identify such threads as 0, but we don't
use main thread's TLS.

This fixes dead-locks and crashes reported by Luca when doing playblasts.
2017-04-12 18:20:17 +02:00
Dalai Felinto
6e4cc26265 Layer / Outliner / Depsgraph: update depsgraph when running outliner operators 2017-04-12 16:55:04 +02:00
Sybren A. Stüvel
699a3e2498 Fix T50227: Alembic uv export/load issue
Previously only a CD_MLOOPUV custom data layer was created. Now we also
create the accompanying CD_MTEXPOLY layer too.
2017-04-12 16:33:47 +02:00
Sergey Sharybin
6b815ae55d Fix T51184: Crash of Blender when I try to join an object with one that has booleans modifiers 2017-04-12 16:12:50 +02:00
Julian Eisel
428e07a9f7 Outliner: Draw nested collections before objects of a collection
Collections may contain a huge list of objects, would be annoying having
to scroll over it all the time to get to the nested collections.
2017-04-12 14:47:54 +02:00
Julian Eisel
64905c4c77 Outliner: Fix objects of master collection not showing up in 'Master Collection Tree' 2017-04-12 14:45:42 +02:00
Campbell Barton
af2fc7b637 Merge branch 'master' into 28 2017-04-12 20:23:44 +10:00
Sybren A. Stüvel
642728b339 Alembic export: fixed exporting as "flat"
This exports all objects in world coordinates without parenting.
2017-04-12 12:21:08 +02:00
Sybren A. Stüvel
de3c98d62b Alembic export: removed superfluous export_object() check.
The exploreTransform() function already does this check, and the check
isn't necessary when the object type isn't exported anyway.
2017-04-12 12:21:00 +02:00
Campbell Barton
4560f0b007 Cleanup: use lowercase gpu prefix for static funcs
This was mostly followed already.
2017-04-12 20:19:55 +10:00
Campbell Barton
0c9a2def8b Draw Engine: remove hard coded limit on array sizes
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.

Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
2017-04-12 19:51:14 +10:00
Campbell Barton
b380f4927e Remove bool -> int cast
Wont work as expected on big endian systems
2017-04-12 18:23:40 +10:00
Sergey Sharybin
c29bc61829 Color management: Avoid memory copy into same buffer 2017-04-12 10:23:38 +02:00
Campbell Barton
208f25d626 Cleanup: naming & line length 2017-04-12 18:23:17 +10:00
Campbell Barton
cc0c5dbd91 Cleanup: use DRW_cache_mesh prefix w/ mesh objects
Avoid confusion for non mesh types where verts/wire/surface might apply.

Other object types use this convention already.
2017-04-12 18:11:10 +10:00
Campbell Barton
9e94479359 EditMesh Render: remove edges-of-vert loop
Replace topology check which checked edges twice
with a loop on the edge array.
2017-04-12 15:43:20 +10:00
Campbell Barton
dc1499ba1c Merge branch 'master' into 28 2017-04-12 14:23:47 +10:00
Campbell Barton
0ebe08af34 Docs: minor improvement to code example 2017-04-12 14:21:59 +10:00
Campbell Barton
ed8c71da1c Cleanup: replace char array with struct 2017-04-12 14:08:44 +10:00
Campbell Barton
5cf090ffec EditMode: remove edge-hash from MeshRenderData
LoopTri's can access this data.
2017-04-12 13:45:56 +10:00
Campbell Barton
e78412c905 Cleanup: use const pointer for view access API 2017-04-12 12:10:01 +10:00
Campbell Barton
95dd478e47 Cleanup: line length
Avoid right-shift
2017-04-12 12:05:11 +10:00
Mike Erwin
42349f6efd fix compile warnings 2017-04-11 19:35:30 -04:00
Campbell Barton
e8ddd258ef Correct own error in adding colors
Make comment regarding GLSL more clear.
2017-04-12 00:56:19 +10:00
Sergey Sharybin
5a4fceff1b Make image drawing code working with core profile
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM
which was returning rubbish value.

Now we use imm API and create vertex format prior to immBindProgram.
This made us required to have some sort of state passed from setup
function to actual drawing.
2017-04-11 16:49:39 +02:00
Dalai Felinto
35ee9db1e2 Renaming: sl > scene_layer 2017-04-11 16:49:32 +02:00
Dalai Felinto
4fe4c82dbd Fix blenderplayer(tm) 2017-04-11 16:24:59 +02:00