Use C++ Map that supports the duplication natively. Use vectors instead
of linked lists, and adjust naming. Also remove combination of reroutes
for input sockets, which doesn't make sense since a reroute isn't
allowed to combine multiple input links into one output.
Caused by {rB3f3d82cfe9ce}
Since above commit, a `uiRNACollectionSearch` may contain a NULL
`search_prop`, crashing the menu entry for "Jump To Target"
(`ui_jump_to_target_button_poll`).
Now safeguard against this with a NULL check (getting search callbacks
to work for "Jump To Target" can be investigated in master).
Maniphest Tasks: T100731
Differential Revision: https://developer.blender.org/D15832
Since above commit, `BKE_id_attributes_active_get` would also return
"internal" attributes like ".hide_poly" or ".hide_vert".
As a consequence, a couple of poll functions dont return false anymore
(attribute remove, attribute convert), allowing these operators to
execute, but acting on this "internal" layers is just asking for
trouble.
In the UI, we dont see these attributes, because `MESH_UL_attributes`
checks `is_internal`, same thing we do now in
`BKE_id_attributes_active_get`.
Maniphest Tasks: T100687
Differential Revision: https://developer.blender.org/D15833
The location of a reroute node and its sockets should be the same,
only stored in different coordinate spaces. Because the node's location
is the ground truth, use that for finding whether the mouse is hovering.
Now dragged handles are handled separately, and the function returns a
statically sized array by value. The functions are also renamed to be
more consistent with curve naming elsewhere in Blender.
Changes to the text caret (cursor) when editing Text objects in the
3D Viewport.
See D15797 for more details and examples.
Differential Revision: https://developer.blender.org/D15797
Reviewed by Brecht Van Lommel
Previously for most materials (especially the ones without any
textures), the nodes were "off screen" way to the right, requiring
a view framing to even see them.
Also, as soon as multiple images were used, many nodes overlapped
one another and the connections were all a mess.
Simplify all that, and now each node type (coordinate, mapping, image,
normal map, bsdf etc.) is in it's own column, with BSDF at zero
coordinate. Each used image (along with any possible coordinate,
mapping, normal map) is it's own row. The resulting connections
are much cleaner.
Replacement of our Hebrew font, which has bad variable weight default.
See D15846 for more details.
Differential Revision: https://developer.blender.org/D15846
Reviewed by Brecht Van Lommel
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.
Each instance has an attribute offset inside the global buffer and an
attribute count.
This removes any padding and tighly pack all uniform attributes inside
a single buffer.
This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
Reversing Bezier handle types and positions would skip the middle point
of curves with an odd number of segments, which is still necessary to
swap in order to avoid changing the curve's shape.
This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817
This was an oversight as the matrix multiplication present in original
code was reversed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15858
This was caused by un-wanted normalization. This is a requirement of
the MikkTspace. The issue is that g_data.N is expected to be normalized
by many other functions and overriden by bump displacement.
Adding a new global variable containing the interpolated normal fixes the
issue AND make it match cycles behavior better (mix between bump and
interpolated normal).
Workaround the issue by adding an intermediate function. This is usually
the case when working with attributes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15860