Commit Graph

6275 Commits

Author SHA1 Message Date
Pablo Vazquez
f9928a0f56 Merge branch 'blender-v4.0-release'
# Conflicts:
#	source/blender/blenkernel/BKE_blender_version.h
2023-10-31 13:09:51 +01:00
Pablo Vazquez
86ccbc4353 Fix #113683: Wrong colors in UIList items after importing 3.6 theme
Theme changes for active/hover elements in 4.0 were missing versioning.
2023-10-31 13:07:54 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Harley Acheson
0bde01eab5 UI: Configurable UI Font Weight
Allows selecting different font weights in Text Styles

Pull Request: https://projects.blender.org/blender/blender/pulls/112454
2023-10-21 00:28:28 +02:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
Design task: #93551

This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.

Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.

Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.

**Procedural**

The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.

**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.

### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
  automatically   if there are mixed smooth vs. not smooth tags. Meshes
  now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
  triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
  controlling the sharp edge attribute. This means the mesh itself
  (without an object) doesn't know anything about automatically smoothing
  by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
  are removed, and are replaced by the simpler `Mesh.corner_normals`
  collection property. Since it gives access to the normals cache, it
  is automatically updated when relevant data changes.

Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609

### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
   results because face corner normals are used instead of interpolated
   vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
  which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
  Previously every edge was split before rendering, now it looks triangulated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
Clément Foucault
2a725001d1 EEVEE-Next: Material Pipeline Refactor
- Add mandatory forward opaque prepass for any opaque region
- Rename the "Show Backface" pass as `MAT_PIPE_PREPASS_OVERLAP`
- Replace Blend mode by Surface Render Method
- Add do versioning for `surface_render_method`
- Rename the Prepass pipe enum for consistency as they share
  the same depth shader
- Makes sure all object types subscribe to all passes

This does not change the UI yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/113968
2023-10-20 15:52:42 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Clément Foucault
f79b86553a EEVEE-Next: Add mesh volume bounds estimation
This adds correct object bounds estimation.

This works by creating an occupancy texture where one
bit represents one froxel. A geometry pre-pass fill this
occupancy texture and doesn't do any shading. Each bit
set to 0 will not be considered occupied by the object
volume and will discard the material compute shader for
this froxel.

There is 2 method of computing the occupancy map:
- Atomic XOR: For each fragment we compute the amount of
  froxels **center** in-front of it. We then convert that
  into occupancy bitmask that we apply to the occupancy
  texture using `imageAtomicXor`. This is straight forward
  and works well for any manifold geometry.
- Hit List: For each fragment we write the fragment depth
  in a list (contained in one array texture). This list
  is then processed by a fullscreen pass (see
  `eevee_occupancy_convert_frag.glsl`) that sorts and
  converts all the hits to the occupancy bits. This
  emulate Cycles behavior by considering only back-face
  hits as exit events and front-face hits as entry events.
  The result stores it to the occupancy texture using
  bit-wise `OR` operation to compose it with other non-hit
  list objects. This also decouple the hit-list evaluation
  complexity from the material evaluation shader.

## Limitations
### Fast
- Non-manifolds geometry objects are rendered incorrectly.
- Non-manifolds geometry objects will affect other objects
  in front of them.
### Accurate
- Limited to 16 hits per layer for now.
- Non-manifolds geometry objects will affect other objects
  in front of them.

Pull Request: https://projects.blender.org/blender/blender/pulls/113731
2023-10-19 19:22:14 +02:00
Sergey Sharybin
687e58bb77 Cleanup: Simplify public API of unique name functions
Their return value was only used in one place.

Change it to comparison with a stored name, and make the functions
to return void instead.

Removing the return boolean makes it possible to change underlying
functions to work with std::string and return unique name by value.

Pull Request: https://projects.blender.org/blender/blender/pulls/113934
2023-10-19 15:07:57 +02:00
Brecht Van Lommel
488989f78e Merge branch 'blender-v4.0-release' into main 2023-10-19 13:37:18 +02:00
Alaska
37ab9bb1ed Fix unnecessary mix nodes for Principled BSDF specular tint
If the specular tint is 0 in a 3.6 file, and the base color has a
node input, then don't add a mix node in versioning.

Pull Request: https://projects.blender.org/blender/blender/pulls/113893
2023-10-19 13:36:34 +02:00
Lukas Tönne
367320a0f5 Merge branch 'blender-v4.0-release' 2023-10-19 11:48:54 +02:00
Lukas Tönne
dfc3f75e77 Fix #113860: Nullptr checks for node socket and panel name pointers
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.

We have to check for valid pointers before using them in places that
don't handle nullptrs.

Pull Request: https://projects.blender.org/blender/blender/pulls/113924
2023-10-19 11:48:08 +02:00
Sergey Sharybin
d826bcd02f Merge branch 'blender-v4.0-release' 2023-10-19 11:02:40 +02:00
Sergey Sharybin
78b2e9071f Fix #113875: 2D Animation template's view transform set to AgX
Pull Request: https://projects.blender.org/blender/blender/pulls/113903
2023-10-19 11:02:01 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Campbell Barton
a6e3cfce79 Cleanup: quiet clang-tidy warnings & use snake case for class members 2023-10-19 17:51:21 +11:00
Jeroen Bakker
4830521a31 Cleanup: Make format 2023-10-19 08:05:27 +02:00
kosarev
f9a36b1548 blenloader: Refactor the write wrappers.
- Decouple the compressing and non-compressing wrappers.

- Turn the open(), close() and write() callbacks into proper virtual methods.

- Change the write() interface to take a void pointer and return
  a bool to simplify its use.

- Eliminate the need for explicit initialization of the wrappers' fields.

Co-authored-by: Ivan Kosarev <mail@ivankosarev.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113071
2023-10-19 01:54:00 +02:00
Germano Cavalcante
6b001ea76c Merge branch 'blender-v4.0-release' into main 2023-10-17 14:53:45 -03:00
Germano Cavalcante
934c2c894b Fix 'Snap Mode' versioning
NEAREST and PROJECT were swapped.
2023-10-17 14:52:42 -03:00
Falk David
07749b389d GPv3: Convert radius to blender units
Previously, Grease Pencil used a radius convention where
1 "px" = 0.001 units. This "px" was the brush size which would be
stored in the stroke thickness and then scaled by the point pressure
factor. Finally, the render engine would divide this thickness value by
2000 (we're going from a thickness to a radius, hence the factor of
two) to convert back into blender units.

Store the radius now directly in blender units. This makes it
consistent with how hair curves handle the radius.

* Removes the scaling in the render engine.
* Makes sure the grease pencil primitives use the correct radii
* Changes the drawing tool to work with screen space radius
* Draws the drawing tool cursor in screen space
* Makes sure the scaling is done when converting from legacy
grease pencil objects
* Makes sure the scaling is done when loading previous files

Consequences for the draw tool:
* Since the tool has a radius input in pixels, it now works in screen space. This is a pretty big change to how it works by default before, so a new option will have to be added that allows the brush to be in "Scene" space. This is similar to how it works in sculpt mode. But this is a bigger change, so I would like to split that into a separate PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/113770
2023-10-17 17:00:35 +02:00
Hans Goudey
4ae4e25dc2 Merge branch 'blender-v4.0-release' 2023-10-17 09:25:51 +02:00
Hans Goudey
820f0c24c4 Mesh: Add versioning to convert old face maps to boolean attributes
See #105317

In 46cf093270, face maps were just converted to an integer
attribute. While the internal data remains the same that way, we lose
the names and some convenient methods of interaction. This commit
additionally converts each face map to a separate boolean attribute
using the old name. This does require that no attributes were using that
name already.

Each boolean attribute can be thought of as a selection, accessible in
geometry nodes and properly interpolated by mesh processing
algorithms. The selections no longer have to be unique, meaning
one face can be part of multiple selections.

Pull Request: https://projects.blender.org/blender/blender/pulls/113769
2023-10-17 09:17:07 +02:00
Omar Emara
9f1538b586 Cleanup: Move compositor headers to c++
Pull Request: https://projects.blender.org/blender/blender/pulls/113758
2023-10-16 10:45:54 +02:00
Brecht Van Lommel
7f07d5f428 Merge branch 'blender-v4.0-release' into main 2023-10-13 16:34:27 +02:00
Brecht Van Lommel
5e67e44963 Shaders: don't unnecessarily set subsurface scale to zero in old files
When the subsurface weight is zero, keep the scale to its default value.
2023-10-13 16:32:19 +02:00
Bastien Montagne
9859622a66 BKE_reports: make the API thread-safe.
This commit makes using (most of) `BKE_report` API safe in
multi-threaded situation.

This is achieved by adding a `std::mutex` lock to the `ReportList`
struct (in a slightly convoluted way unfortunately, due to this being a
DNA struct). This lock is then used to make most operations on
`Reportlist` data thread-safe.

Note that while working on this, a few other minor issues aroze in
existing usages of Reportlist by the WM code, mainly the fact that
`wm_init_reports` and `wm_free_reports` were both useless:
  - init was called in a context where there is not yet any WM, so it
    was doing nothing.
  - free was called on a WM that would be later freed (as part of Main
    freeing), which would also call cleanup code for its `reports` data.
Both have been removed.

Further more, `wm_add_default` (which is the only place where a WM ID is
created) did not initialize properly it reports data, this has been
fixed.

This change is related to the wmJob thread-safety tasks and PRs (#112537,
!113548).

Pull Request: https://projects.blender.org/blender/blender/pulls/113561
2023-10-13 11:29:59 +02:00
Brecht Van Lommel
46d32d8966 Merge branch 'blender-v4.0-release' into main 2023-10-10 15:36:39 +02:00
Brecht Van Lommel
478e1ab6d3 Fix build error on Windows after BLI_read changes
Don't use posix-only ssize_t in platform independent code.

Pull Request: https://projects.blender.org/blender/blender/pulls/113493
2023-10-10 15:36:15 +02:00
Jeroen Bakker
25a1cea8e2 EEVEE-Next: Scene Reflection Probe Resolution
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.

This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.

The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113491
2023-10-10 14:50:17 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Bastien Montagne
5f7f6b65f3 Fix (unreported) crash in 'startup.blend' GP default update code.
This commit fixes two different issues in
`BLO_update_defaults_startup_blend`:
* No check were done whether a given 'paint mode' tool settings actually
  exist or not before trying to 'update' it, leading to hard crash when
  some did not.
* Only the first Scene in loaded 'startup' Main would be processed -
  nothing prevents a `startup.blend` file to have more than one scene!
2023-10-06 20:19:26 +02:00
Campbell Barton
c9130e38e3 Cleanup: spelling in comments 2023-10-05 13:07:58 +11:00
Brecht Van Lommel
6f6fd99dbb Fix I/O debug message printed without debugging enabled 2023-10-04 21:30:41 +02:00
Bastien Montagne
c820f9b85c Fix #112649: Crash loading early 2.80 blend file without a scene collection.
Caused by 23835a393c, which removed entirely the transitive
`SceneCollection` struct and associated versioning code. This was used
in very early 2.80 development period (up to 2.80 sub 14 apparently)
instead of the current 'master collection'.

The purpose of this commit is only to fix the crash, not to restore
the support for this old, deprecated and never-released type of data.
2023-10-04 12:42:53 +02:00
Lukas Tönne
71732a9600 Fix #113014: Improved sorting to keep node group outputs above inputs
The position validation when manipulating node group items now includes
outputs..inputs order in addition to sockets..panels order. The method
for finding a valid position has been simplified, it's just a single
iteration of insertion sort.

Versioning has been added to ensure files from 4.0 alpha with
potentially unsorted sockets get re-sorted. This uses `std::stable_sort`
so that sockets keep their relative order apart from the input/output
grouping.

Pull Request: https://projects.blender.org/blender/blender/pulls/113060
2023-10-03 12:18:36 +02:00
Germano Cavalcante
ba3f8e957f Cleanup: fix unused variable warning
Caused by e7ba91a6f3
2023-10-02 18:40:42 -03:00
Germano Cavalcante
e7ba91a6f3 Fix #113130: Versioning error in snap type in animation editors
Caused by fb556c75df

The ideal would be to increase the version file, but this would make
the versioning code a bit messy, and it was a recent error
(it shouldn't affect many users).
2023-10-02 17:26:07 -03:00
Harley Acheson
82bfc41d0c UI: Allow Separate Configuration of Subpixel Antialiasing
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".

Pull Request: https://projects.blender.org/blender/blender/pulls/113027
2023-09-29 19:02:25 +02:00
Jeroen Bakker
c9491b395c Cleanup: Make format 2023-09-28 15:15:08 +02:00
Philipp Oeser
16e4eeb9c0 Text objects: make CharInfo mat_nr zero-based
For text objects, the CharInfo mat_nr material index used to start at 1
(not at zero like for meshes or nurbs).
Code was mostly considering this (but not in all places, so material
index handling (removing/moving) could still go wrong.

As an alternative to !109746 (where it was made sure all places would
make the right assumption about mat_nr starting at 1), this PR now
changes the mat_nr to be zero-based.

This is more in line with other places handling material indices.

Versioning code is in place to properly convert old files.

Fixes #109491

Pull Request: https://projects.blender.org/blender/blender/pulls/112954
2023-09-28 11:46:52 +02:00
Germano Cavalcante
bcaac0421b Fix snap versioning error 2023-09-27 18:03:01 -03:00
Germano Cavalcante
fb556c75df Snap: New icons
For Blender 4.0 we decided to support individual icons for different
snap elements.

This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).

This set of icons being simple geometric symbols, that should be
familiar to CAD artists.

Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.

Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.

———

On the decision process:

The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.

With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.

This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.

———

This commit reverts commit 9c2e768f5b.

The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
2023-09-27 16:59:16 -03:00
Iliya Katueshenock
462010c61a Fix #112439: Don't allow hiding sockets of Reroute node
Reroute node consists only of a socket, it has no body.
Don't allow hiding sockets of reroutes anymore, since it could make the
node invisible or prevent links from being connected to it.

The versioning ensures that the sockets on reroute nodes are not hidden.

Pull Request: https://projects.blender.org/blender/blender/pulls/112965
2023-09-27 18:42:46 +02:00
Julian Eisel
04d22d73f3 UI: Hide asset shelf by default
Only the pose library enables the asset shelf by default, but Blender
doesn't come with pose assets, they have to be created by the user. So
when entering pose mode with factory settings, the asset shelf will
currently be just a big empty bar. Plus, pose mode is used for posing
without pose assets quite a lot. So hide the asset shelf by default. The
pose library already shows a toggle to hide/unhide it where the previous
pose library UI was for discoverability.
2023-09-27 11:54:45 +02:00
Julian Eisel
1da08a5556 Asset shelf: Add asset library selector
Adds a menu to choose the asset library to use to the asset shelf
catalogs selector popover. This is consistent with the asset browser.
After talking to animators and some artists, this is likely something
they would want to have, since they don't always want all their assets
and catalogs to populate the asset shelf. It's also necessary for the
pose library UI to provide the same features roughly than the old one
(in the sidebar, before the asset shelf was introduced).
2023-09-27 11:31:21 +02:00
Richard Antalik
86a0d0015a VSE: Improve retiming UI
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.

General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.

UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.

API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey

Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.

Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
Clément Foucault
f966205022 EEVEE-Next: Add tracing options for diffuse rays
Also fixes diffuse surface always tracing
even when tracing is off.
2023-09-26 23:46:08 +02:00
Clément Foucault
3a4fc2c94e EEVEE-Next: Shadow Map Tracing Initial Implementation
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/111809
2023-09-26 23:42:40 +02:00