Commit: c0d8ed55e44cdd47a3366295e0b221cddecc7099
Author: Antony Riakiotakis
Date:   Tue Nov 25 14:25:27 2014 +0100
Branches: gooseberry
https://developer.blender.org/rBc0d8ed55e44cdd47a3366295e0b221cddecc7099

Merge branch 'master' into gooseberry

Conflicts:
        release/scripts/startup/bl_ui/space_sequencer.py
        source/blender/blenkernel/BKE_sequencer.h
        source/blender/blenkernel/intern/sequencer.c
        source/blender/blenkernel/intern/sound.c
        source/blender/blenloader/intern/readfile.c
        source/blender/editors/animation/anim_ops.c
        source/blender/editors/space_sequencer/sequencer_draw.c
        source/blender/editors/space_sequencer/sequencer_edit.c
        source/blender/editors/space_sequencer/sequencer_intern.h
        source/blender/editors/space_sequencer/sequencer_preview.c
        source/blender/editors/space_view3d/view3d_draw.c
        source/blender/editors/space_view3d/view3d_edit.c
        source/blender/editors/space_view3d/view3d_ops.c
        source/blender/editors/transform/transform.c
        source/blender/editors/transform/transform_conversions.c
        source/blender/editors/transform/transform_snap.c
        source/blender/makesdna/DNA_space_types.h
        source/blender/makesdna/DNA_view3d_types.h
        source/blender/makesrna/intern/rna_space.c

===================================================================



===================================================================

diff --cc source/blender/blenkernel/CMakeLists.txt
index c68de35,fb717b1..5ded71e
--- a/source/blender/blenkernel/CMakeLists.txt
+++ b/source/blender/blenkernel/CMakeLists.txt
@@@ -36,8 -36,8 +36,9 @@@ set(IN
        ../bmesh
        ../modifiers
        ../nodes
 +      ../physics
        ../render/extern/include
+       ../../../intern/ghost
        ../../../intern/guardedalloc
        ../../../intern/glew-mx
        ../../../intern/iksolver/extern
diff --cc source/blender/editors/interface/view2d.c
index 599c2f3,f42e359..339df223
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@@ -1055,8 -1055,8 +1055,8 @@@ static void view2d_map_cur_using_mask(V
        }
  }
  
 -/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing */
 +/* Set view matrices to use 'cur' rect as viewing frame for View2D drawing, 
return y/x aspect ratio */
- float UI_view2d_view_ortho(View2D *v2d)
+ void UI_view2d_view_ortho(View2D *v2d)
  {
        rctf curmasked;
        const int sizex = BLI_rcti_size_x(&v2d->mask);
diff --cc source/blender/editors/space_sequencer/sequencer_edit.c
index 9324a4f,8c8b7c5..d568c6b
--- a/source/blender/editors/space_sequencer/sequencer_edit.c
+++ b/source/blender/editors/space_sequencer/sequencer_edit.c
@@@ -1236,45 -1236,6 +1236,7 @@@ void SEQUENCER_OT_snap(struct wmOperato
        RNA_def_int(ot->srna, "frame", 0, INT_MIN, INT_MAX, "Frame", "Frame 
where selected strips will be snapped", INT_MIN, INT_MAX);
  }
  
- static int sequencer_parent_exec(bContext *C, wmOperator *UNUSED(op))
- {
-       Scene *scene = CTX_data_scene(C);
-       
-       if (scene) {
-               Editing *ed = BKE_sequencer_editing_get(scene, false);
-               Sequence *seq, *active_seq = ed->act_seq;
-               
-               for (seq = ed->seqbasep->first; seq; seq = seq->next) {
-                       if (seq == active_seq)
-                               continue;
-                       
-                       if (seq->flag & SELECT) {
-                               seq->parent = active_seq;
-                       }
-               }
-       }
-       
-       WM_event_add_notifier(C, NC_SCENE | ND_SEQUENCER, scene);
-       
-       return OPERATOR_FINISHED;
- }
- 
- void SEQUENCER_OT_parent(struct wmOperatorType *ot)
- {
-       /* identifiers */
-       ot->name = "Parent Strips";
-       ot->idname = "SEQUENCER_OT_parent";
-       ot->description = "";
- 
-       /* api callbacks */
-       ot->exec = sequencer_parent_exec;
-       ot->poll = sequencer_edit_poll;
- 
-       /* flags */
-       ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
- }
- 
 +
  typedef struct SlipData {
        int init_mouse[2];
        float init_mouseloc[2];
diff --cc source/blender/editors/space_view3d/view3d_draw.c
index d11ef89,d4a0c01..55d8dc2
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@@ -2855,27 -3010,20 +3028,26 @@@ void ED_view3d_draw_offscreen(Scene *sc
                GPU_free_images_anim();
        }
  
 +      /* setup view matrices before fx or unbinding the offscreen buffers 
will cause issues */
 +      view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
 +
 +      /* framebuffer fx needed, we need to draw offscreen first */
 +      if (v3d->shader_fx && fx) {
 +              do_compositing = GPU_initialize_fx_passes(fx, &ar->winrct, 
NULL, fxflags, fxoptions);
 +      }
 +
        /* clear opengl buffers */
        if (do_sky) {
-               float sky_color[3];
- 
-               ED_view3d_offscreen_sky_color_get(scene, sky_color);
-               glClearColor(sky_color[0], sky_color[1], sky_color[2], 1.0f);
+               view3d_main_area_clear(scene, v3d, ar, true);
        }
        else {
                glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);             
        }
  
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 -
+       /* setup view matrices */
+       view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
  
 -
        /* main drawing call */
        view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true);
  
@@@ -3237,209 -3374,6 +3409,7 @@@ static void view3d_main_area_draw_engin
        ED_region_info_draw(ar, rv3d->render_engine->text, 1, fill_color);
  }
  
- /*
-  * Function to clear the view
-  */
- static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
- {
-       const bool is_wire_color = V3D_IS_WIRECOLOR(scene, v3d);
- 
-       /* clear background */
-       if (scene->world && (v3d->flag2 & V3D_RENDER_OVERRIDE)) {  /* clear 
with solid color */
-               if (scene->world->skytype & WO_SKYBLEND) {  /* blend sky */
-                       int x, y;
-                       float col_hor[3];
-                       float col_zen[3];
- 
- #define VIEWGRAD_RES_X 16
- #define VIEWGRAD_RES_Y 16
- 
-                       GLubyte grid_col[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][4];
-                       static float   
grid_pos[VIEWGRAD_RES_X][VIEWGRAD_RES_Y][3];
-                       static GLushort indices[VIEWGRAD_RES_X - 
1][VIEWGRAD_RES_X - 1][4];
-                       static bool buf_calculated = false;
- 
-                       IMB_colormanagement_pixel_to_display_space_v3(col_hor, 
&scene->world->horr, &scene->view_settings,
-                                                                     
&scene->display_settings);
-                       IMB_colormanagement_pixel_to_display_space_v3(col_zen, 
&scene->world->zenr, &scene->view_settings,
-                                                                     
&scene->display_settings);
- 
-                       glMatrixMode(GL_PROJECTION);
-                       glPushMatrix();
-                       glLoadIdentity();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPushMatrix();
-                       glLoadIdentity();
- 
-                       glShadeModel(GL_SMOOTH);
- 
-                       /* calculate buffers the first time only */
-                       if (!buf_calculated) {
-                               for (x = 0; x < VIEWGRAD_RES_X; x++) {
-                                       for (y = 0; y < VIEWGRAD_RES_Y; y++) {
-                                               const float xf = (float)x / 
(float)(VIEWGRAD_RES_X - 1);
-                                               const float yf = (float)y / 
(float)(VIEWGRAD_RES_Y - 1);
- 
-                                               /* -1..1 range */
-                                               grid_pos[x][y][0] = (xf - 0.5f) 
* 2.0f;
-                                               grid_pos[x][y][1] = (yf - 0.5f) 
* 2.0f;
-                                               grid_pos[x][y][2] = 1.0;
-                                       }
-                               }
- 
-                               for (x = 0; x < VIEWGRAD_RES_X - 1; x++) {
-                                       for (y = 0; y < VIEWGRAD_RES_Y - 1; 
y++) {
-                                               indices[x][y][0] = x * 
VIEWGRAD_RES_X + y;
-                                               indices[x][y][1] = x * 
VIEWGRAD_RES_X + y + 1;
-                                               indices[x][y][2] = (x + 1) * 
VIEWGRAD_RES_X + y + 1;
-                                               indices[x][y][3] = (x + 1) * 
VIEWGRAD_RES_X + y;
-                                       }
-                               }
- 
-                               buf_calculated = true;
-                       }
- 
-                       for (x = 0; x < VIEWGRAD_RES_X; x++) {
-                               for (y = 0; y < VIEWGRAD_RES_Y; y++) {
-                                       const float xf = (float)x / 
(float)(VIEWGRAD_RES_X - 1);
-                                       const float yf = (float)y / 
(float)(VIEWGRAD_RES_Y - 1);
-                                       const float mval[2] = {xf * 
(float)ar->winx, yf * ar->winy};
-                                       const float z_up[3] = {0.0f, 0.0f, 
1.0f};
-                                       float out[3];
-                                       GLubyte *col_ub = grid_col[x][y];
- 
-                                       float col_fac;
-                                       float col_fl[3];
- 
-                                       ED_view3d_win_to_vector(ar, mval, out);
- 
-                                       if (scene->world->skytype & 
WO_SKYPAPER) {
-                                               if (scene->world->skytype & 
WO_SKYREAL) {
-                                                       col_fac = 
fabsf(((float)y / (float)VIEWGRAD_RES_Y) - 0.5f) * 2.0f;
-                                               }
-                                               else {
-                                                       col_fac = (float)y / 
(float)VIEWGRAD_RES_Y;
-                                               }
-                                       }
-                                       else {
-                                               if (scene->world->skytype & 
WO_SKYREAL) {
-                                                       col_fac = 
fabsf((angle_normalized_v3v3(z_up, out) / (float)M_PI) - 0.5f) * 2.0f;
-                                               }
-                                               else {
-                                                       col_fac = 1.0f - 
(angle_normalized_v3v3(z_up, out) / (float)M_PI);
-                                               }
-                                       }
- 
-                                       interp_v3_v3v3(col_fl, col_hor, 
col_zen, col_fac);
- 
-                                       rgb_float_to_uchar(col_ub, col_fl);
-                                       col_ub[3] = 0;
-                               }
-                       }
- 
-                       glEnable(GL_DEPTH_TEST);
-                       glDepthFunc(GL_ALWAYS);
- 
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       glEnableClientState(GL_COLOR_ARRAY);
-                       glVertexPointer(3, GL_FLOAT, 0, grid_pos);
-                       glColorPointer(4, GL_UNSIGNED_BYTE, 0, grid_col);
- 
-                       glDrawElements(GL_QUADS, (VIEWGRAD_RES_X - 1) * 
(VIEWGRAD_RES_Y - 1) * 4, GL_UNSIGNED_SHORT, indices);
- 
-                       glDisableClientState(GL_VERTEX_ARRAY);
-                       glDisableClientState(GL_COLOR_ARRAY);
- 
-                       glDepthFunc(GL_LEQUAL);
-                       glDisable(GL_DEPTH_TEST);
- 
-                       glMatrixMode(GL_PROJECTION);
-                       glPopMatrix();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPopMatrix();
- 
-                       glShadeModel(GL_FLAT);
- 
- #undef VIEWGRAD_RES_X
- #undef VIEWGRAD_RES_Y
- 
-                       if (is_wire_color) {
-                               float col_mid[3];
-                               mid_v3_v3v3(col_mid, col_hor, col_zen);
-                               draw_object_bg_wire_color_set(col_mid);
-                       }
-               }
-               else {  /* solid sky */
-                       float col_hor[3];
-                       IMB_colormanagement_pixel_to_display_space_v3(col_hor, 
&scene->world->horr, &scene->view_settings,
-                                                                     
&scene->display_settings);
- 
-                       glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0f);
-                       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- 
-                       if (is_wire_color) {
-                               draw_object_bg_wire_color_set(col_hor);
-                       }
-               }
-       }
-       else {
-               if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
-                       float col_low[3], col_high[3];
- 
-                       UI_GetThemeColor3fv(TH_HIGH_GRAD, col_high);
-                       UI_GetThemeColor3fv(TH_LOW_GRAD, col_low);
- 
-                       glMatrixMode(GL_PROJECTION);
-                       glPushMatrix();
-                       glLoadIdentity();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPushMatrix();
-                       glLoadIdentity();
- 
-                       glEnable(GL_DEPTH_TEST);
-                       glDepthFunc(GL_ALWAYS);
-                       glShadeModel(GL_SMOOTH);
-                       glBegin(GL_QUADS);
-                       glColor3fv(col_low);
-                       glVertex3f(-1.0, -1.0, 1.0);
-                       glVertex3f(1.0, -1.0, 1.0);
-                       glColor3fv(col_high);
-                       glVertex3f(1.0, 1.0, 1.0);
-                       glVertex3f(-1.0, 1.0, 1.0);
-                       glEnd();
-                       glShadeModel(GL_FLAT);
- 
-                       glDepthFunc(GL_LEQUAL);
-                       glDisable(GL_DEPTH_TEST);
- 
-                       glMatrixMode(GL_PROJECTION);
-                       glPopMatrix();
- 
-                       glMatrixMode(GL_MODELVIEW);
-                       glPopMatrix();
- 
-                       if (is_wire_color) {
-                               float col_mid[3];
-                               mid_v3_v3v3(col_mid, col_low, col_high);
-                               draw_object_bg_wire_color_set(col_mid);
-                       }
-               }
-               else {
-                       float col[3];
- 
-                       UI_GetThemeColor3fv(TH_HIGH_GRAD, col);
- 
-                       glClearColor(col[0], col[1], col[2], 0.0);
-                       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- 
-                       if (is_wire_color) {
-                               draw_object_bg_wire_color_set(col);
-                       }
-               }
-       }
- }
- 
 +
  #ifdef WITH_GAMEENGINE
  static void update_lods(Scene *scene, float camera_pos[3])
  {
@@@ -3486,22 -3418,8 +3456,22 @@@ static void view3d_main_area_draw_objec
        }
  #endif
  
 +      /* framebuffer fx needed, we need to draw offscreen first */
 +      if (v3d->shader_fx) {
 +              GPUFXOptions options;
 +              BKE_screen_view3d_ensure_FX(v3d);
 +              options = *v3d->fxoptions;
 +              if (!rv3d->compositor)
 +                      rv3d->compositor = GPU_crea

@@ Diff output truncated at 10240 characters. @@

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