Blender Git Statistics -> Branches -> uvimage-editor-drawing

"Uvimage-editor-drawing" branch

Total commits : 92
Total committers : 2
First Commit : August 15, 2020
Latest Commit : September 10, 2020


Commits by Date

DateNumber of Commits
September 10, 202011
September 9, 20200
September 8, 20205
September 7, 20200
September 6, 20200
September 5, 20200
September 4, 20200
September 3, 20200
September 2, 20200
September 1, 20202
August 31, 20201
August 30, 20200
August 29, 20200
August 28, 20207
August 27, 20200
August 26, 20201
August 25, 202012
August 24, 202012
August 23, 20200
August 22, 20200
August 21, 20203
August 20, 20204
August 19, 20209
August 18, 20209
August 17, 202014
August 16, 20201
August 15, 20201

Committers

AuthorNumber of Commits
Jeroen Bakker87
Jeroen Bakker5

Popular Files

FilenameTotal Edits
image_engine.c23
draw_manager.c12
overlay_edit_uv.c11
CMakeLists.txt9
engine_image_vert.glsl9
image_private.h9
engine_image_frag.glsl7
edit_uv_edges_vert.glsl7
image_gpu.c7
draw_view.c6

Latest commits Feed

September 10, 2020, 17:59 (GMT)
Merge branch 'master' into uvimage-editor-drawing
September 10, 2020, 13:46 (GMT)
Better description for the depth ordering
September 10, 2020, 13:37 (GMT)
Use an order for pixels. faces. edges and verts
September 10, 2020, 13:16 (GMT)
Reduce render artifacts introduced by snapping vertices to pixel coords

Use floor instead of round
September 10, 2020, 13:14 (GMT)
Move selected vertices to the top
September 10, 2020, 13:08 (GMT)
Reduce aliasing for non smooth edges
September 10, 2020, 13:03 (GMT)
Merge branch 'master' into uvimage-editor-drawing
September 10, 2020, 06:29 (GMT)
Draw selected UV's on top
September 10, 2020, 06:11 (GMT)
Snap vertices to pixel grid
September 10, 2020, 05:53 (GMT)
Fixed clang-tidy
September 10, 2020, 05:53 (GMT)
Merge branch 'master' into uvimage-editor-drawing
September 8, 2020, 12:12 (GMT)
Merge branch 'arcpatch-D8234' into uvimage-editor-drawing
September 8, 2020, 12:07 (GMT)
Removed commented out code
September 8, 2020, 12:06 (GMT)
Rebase latest master
September 8, 2020, 11:56 (GMT)
Use DrawManager for Image/UV Editor

This project moves the current UV/Image editor drawing to the draw manager. Why would we do this:
**Performance**:

Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn.

**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images.
Old:
{F8780114}

New:
{F8780113}

This addresses {T52680}, {T74709}, {T79518}

The image editor now can show emission only colors.
{F8787296}

**Current Limitations**

Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail.

**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background.

The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader.

The project can be activated in the user preferences as experimental features. When support of huge textures is implemented we can switch over.

**Future developments**
* Support huge texture sizes. {T80113}
* Share overlay shaders between 3d view and image editor, makes it possible to render certain overlays in both editors.
* Connect smooth wire to `USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE`.
* Move overlay options to a pop-over and other UI improvements.
* Replace the unavailability shader with the overlay grid.

Maniphest Tasks: T67530

Differential Revision: https://developer.blender.org/D8234
September 8, 2020, 11:56 (GMT)
Fixed failing assert statement due to recent refactoring in master
September 1, 2020, 08:31 (GMT)
Render background when image isn't available
September 1, 2020, 06:32 (GMT)
Merge branch 'master' into uvimage-editor-drawing
August 31, 2020, 08:42 (GMT)
Don't draw grid when there is an image
August 28, 2020, 15:04 (GMT)
Added GLSL tests

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021