Blender Git Loki

Blender Git "uvimage-editor-drawing" branch commits.

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)
Fixed failing assert statement due to recent refactoring in 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 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
Tehnyt: Miika HämäläinenViimeksi p?ivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2020