Commit Graph

20121 Commits

Author SHA1 Message Date
Dalai Felinto
f305aba868 Make sure 'use_property_button_exec' can deal with arrays as well 2017-05-10 20:36:11 +02:00
Dalai Felinto
e5ec386803 Merge remote-tracking branch 'origin/master' into blender2.8 2017-05-10 17:03:27 +02:00
Dalai Felinto
62aa925c11 Fix T51354: Final take on multi-view (single view) issues
We now handle selection and transform manipulators
(kudos to Julian Eisel to help hunting down the latter).
2017-05-10 16:54:57 +02:00
Dalai Felinto
7902e3f1c8 Fix multi-view (single camera) selection 2017-05-10 16:00:42 +02:00
Dalai Felinto
a438750cad Fix multi-view (single camera) manipulators selection 2017-05-10 15:54:23 +02:00
Dalai Felinto
1a6b97e98f Merge remote-tracking branch 'origin/master' into blender2.8
Note: Depth placement was working already for BI, and althugh this
commit breaks it for it, it makes it work for the draw manager engines.
2017-05-10 15:40:08 +02:00
Dalai Felinto
90997710cc Merge commit 'origin/master (9395646c2c)' into blender2.8 2017-05-10 14:21:14 +02:00
Dalai Felinto
195d0fbae3 Fixup for multi-view single eye viewport issues
In d2f1f80a6f I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
2017-05-10 13:13:55 +02:00
Dalai Felinto
d2f1f80a6f Partial fix to Multi-View single eye issues in viewport
Handling depth loop for now (3d cursor positioning). Selection is a bit
more tricky.

Reported on 51354
2017-05-10 12:21:51 +02:00
Thomas Beck
894513c7fd Fix (unreported): Crash if a right click is performed on an image datablock (open btn f.e.).
Only access/insert the button_pointer if it's not null...
2017-05-09 20:12:25 +02:00
Dalai Felinto
65ebb668ec glPushAttrib/Pop change implementation to use a stack
The original implementation (cbd78c8126) broke depth of field.
2017-05-09 15:23:33 +02:00
Sergey Sharybin
54af61440e Merge branch 'master' into blender2.8 2017-05-08 17:44:17 +02:00
Sergey Sharybin
717d85fb1c Fix missing render update when building without OCIO but having GLSL image draw method 2017-05-08 17:43:32 +02:00
Sergey Sharybin
6aa7843de7 Fix wrong attributes and shader binding in sequencer when using OCIO 2017-05-08 16:38:49 +02:00
Sergey Sharybin
907135011a Fix hardcoded attribute locations used in image draw 2017-05-08 16:31:10 +02:00
Sergey Sharybin
81ecd3f938 Fix OCIO shader being attmepted to be unbound twice 2017-05-08 15:59:00 +02:00
Luca Rood
2fed99ad9f Fix T51379: Entering particle edit crash (temporary)
Disabled particle edit mode for now, as there's no point in fixing it
before refactor.
2017-05-08 11:47:47 +02:00
Julian Eisel
9181f13af7 Merge branch 'master' into blender2.8 2017-05-08 00:19:22 +02:00
Lukas Stockner
ce28025eaf Remove unused node socket flag that was added in the render pass commit 2017-05-07 20:32:51 +02:00
Campbell Barton
90ebf4832f Merge branch 'master' into blender2.8 2017-05-06 22:54:28 +10:00
Julian Eisel
cffe15e9c9 Fix all objects being selected when opening pre-2.80 files
Caused by rBe87ddda149b. Selecting objects shouldn't be done in such a
low level function anyway (IMHO).
Made sure duplicating objects still works correctly.
2017-05-05 19:32:06 +02:00
Luca Rood
5539544958 Update paint wire when changing modes 2017-05-05 18:23:27 +02:00
Sergey Sharybin
294ffa0d49 Masks: Fix broken animation after adding primitives
Was missing mask shape initialization.

Not ideal from the CPU ticks point of view, but will work for now.
2017-05-05 13:50:18 +02:00
Julian Eisel
8b8792e7b8 Merge branch 'master' into blender2.8 2017-05-05 12:44:52 +02:00
Campbell Barton
ce04c7e9f6 Use immediate mode for back-buffer selection
Needed so selection works with core profile.
2017-05-05 10:37:12 +10:00
Julian Eisel
839bf119c1 Revert "Add red alert in UI controls for datablock pointer properties"
This reverts commit f5bc8ad4ce.

We agreed there needs to be a better solution for this, see comments in
rBf5bc8ad4ce87165.
2017-05-05 00:44:06 +02:00
Campbell Barton
1c2b5430ca Merge branch 'master' into blender2.8 2017-05-05 08:23:59 +10:00
Campbell Barton
97caad858f Remove redundant backbuffer/transform check
Transform no longer uses backbuffer for snap.
2017-05-05 07:06:15 +10:00
Campbell Barton
ef746be982 Cleanup: include the type of data in function name
Was confusing, some functions return vert or triangle data
but naming wasn't very clear.
2017-05-05 06:42:53 +10:00
Dalai Felinto
129355c80a Multiline support for ED_region_info_draw
Many thanks for Campbell Barton for the help here and the idea to
implement the multi-line as a new function with array as arguments.
2017-05-04 22:24:38 +02:00
Campbell Barton
4bd2429f35 Use mesh draw cache for back-buffer selection
Vertex/weight paint now work with core profile, resolves T51380.
2017-05-05 05:17:31 +10:00
Luca Rood
3103b819aa Vertex paint with draw manager
Reviewers: fclem

Subscribers: campbellbarton, dfelinto

Differential Revision: https://developer.blender.org/D2658
2017-05-04 20:05:59 +02:00
Dalai Felinto
a3d8ef059c Draw Manager: Implement render info for external engines
This can be used by any engine actually. For example to give feedback
regarding probe caching in Eevee, ....

Unline master, we try to conciliate both the original viewport info
(FPS, view name) and the render info.

Note: I had to split the function in two because the camera alpha
passepartout is handled inside the view3d_draw_region_info function.

Review: Campbell Barton and Clement Foucault.

Thanks to Sergey Sharybin and Pablo Vazquez for some of the design
discussions.
2017-05-04 16:59:58 +02:00
Campbell Barton
002b2066ac Remove cpack
Places where it's removed are already replaced by newer logic.
2017-05-04 20:50:03 +10:00
Campbell Barton
f3550242ed Remove visibility check for project paint
This is such a corner case, and currently there is no way to paint on a
hidden object, removing.
2017-05-04 19:59:57 +10:00
Dalai Felinto
b2e908f929 Fix relationship lines visibility test for legacy viewport 2017-05-04 09:47:17 +02:00
Campbell Barton
606d1f2b6e Fix projection paint initialization failing 2017-05-04 05:09:05 +10:00
Campbell Barton
6abcd6cfd5 Fix error in node flag check 2017-05-04 02:57:39 +10:00
Luca Rood
20f95de6ba Weight painting with draw manager
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
2017-05-03 18:57:35 +02:00
Campbell Barton
b9451c0493 Merge branch 'master' into 28 2017-05-04 02:58:26 +10:00
Lukas Stockner
82e242cc72 Merge branch 'master' into blender2.8 2017-05-03 18:33:02 +02:00
Lukas Stockner
4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00
Campbell Barton
60886670cd Move GPU compositing out of draw-manager off-screen drawing
Also no need to use VP_legacy_ prefix here.
2017-05-03 22:17:07 +10:00
Campbell Barton
825430c589 Cleanup: move off-screen drawing to view3d_draw.c
Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.

Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
2017-05-03 22:03:48 +10:00
Clément Foucault
5570ba9c4f NodeTree: Add eevee default shader tree. 2017-05-03 12:08:56 +02:00
Campbell Barton
075638f85c Cleanup: consistent arg order 2017-05-03 03:06:37 +10:00
Campbell Barton
3f567535da Draw Manager: OpenGL render support
Works for clay-engine but doesn't draw objects with eevee.
2017-05-03 02:52:39 +10:00
Campbell Barton
47239b4041 Cleanup: use depsgraph for scene/layer access 2017-05-03 00:14:54 +10:00
Dalai Felinto
8c660c7801 Cycles integration with Draw Manager
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
2017-05-02 15:13:50 +02:00
Campbell Barton
a9d6a07d78 Add scene argument for notifiers
From workspaces branch
2017-05-02 09:58:01 +10:00