U.ui_scale is the setting from the user preferences and should never be used
for drawing. UI_DPI_FAC is the final scale after DPI from the operating system
is taken into account.
Having single & multi-column checks inline were becoming unmanageable.
Use a generator to define the layout,
allows for easily adding different layouts in the future.
Not really happy with the fix, but it works. With the new window draw method
we are no longer storing the 3D viewport in 4 buffers, by having the GPU
viewport function directly as the 3rd buffer. This means we need to draw the
action zones into it, and so we need to keep the framebuffer bound a little
longer.
Note: Quad-View region overlay drawing is not working because of e01cadd657.
However I tested this patch after reverting that commit locally and this
patch's code seems fine.
Partial revert of 3d62230ed6.
The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.
Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
Originally it was nice to have a small list of definitions
with tools inline.
However we need to be able to define drawing functions for tools
which Python can't easily inline.
Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).
For Blender 2.8 we had to be compatible with very old OpenGL versions, and
triple buffer was designed to work without offscreen rendering, by copying
the the backbuffer to a texture right before swapping. This way we could
avoid redrawing unchanged regions by copying them from this texture on the
next redraws. Triple buffer used to suffer from poor performance and driver
bugs on specific cards, so alternative draw methods remained available.
Now that we require newer OpenGL, we can have just a single draw method
that draw each region into an offscreen buffer, and then draws those to
the screen. This has some advantages:
* Poor 3D view performance when using Region Overlap should be solved now,
since we can also cache overlapping regions in offscreen buffers.
* Page flip, anaglyph and interlace stereo drawing can be a little faster
by avoiding a copy to an intermediate texture.
* The new 3D view drawing already writes to an offscreen buffer, which we
can draw from directly instead of duplicating it to another buffer.
* Eventually we will be able to remove depth and stencil buffers from the
window and save memory, though at the moment there are still some tools
using it so it's not possible yet.
* This also fixes a bug with Eevee sampling not progressing with stereo
drawing in the 3D viewport.
Differential Revision: https://developer.blender.org/D3061
The issue was that every object tweak was doing a full copy
of original datablock onto evaluated version, and was updating
animation. This made it impossible to tweak properties which
has keyframes.
Proposed solution is to:
- Always apply animation on frame change, and when object
is explicitly tagged for animation update.
This will store original DNA value of animated property
in the f-curve.
- When applying animation in other cases, we check original
DNA value stored in f-curve with the actual original DNA
property. If they differ, it means user started to tweak
animated property, and we should skip animation.
If the value is the same, we apply animation.
This is just a first step towards proper final implementation,
but seems to be the direction we want to take.