Commit Graph

150077 Commits

Author SHA1 Message Date
Christoph Lendenfeld
6af54b4b1e Refactor: use IndexRange for loops in graph_draw.cc
No functional changes.

This modifies the function `get_bounding_bezt_indices` to return an `IndexRange` instead of an `int2`.
With that it is possible to use the C++ for loop syntax.
The function is renamed to `get_bounding_bezt_index_range` to represent its return type.

Pull Request: https://projects.blender.org/blender/blender/pulls/120786
2024-04-19 10:10:23 +02:00
Campbell Barton
06adfcaf38 Cleanup: unused imports 2024-04-19 16:09:30 +10:00
Campbell Barton
4e8b24f1d1 Cleanup: spelling in comments & punctuation 2024-04-19 15:57:06 +10:00
Campbell Barton
0ceefd6358 Cleanup: cmake syntax 2024-04-19 15:50:26 +10:00
Campbell Barton
2d7dd9770a Cleanup: remove unnecessary ".svn" exclude for CMake 2024-04-19 15:50:25 +10:00
Clément Foucault
05c1abe59c EEVEE-Next: UI: Small changes to material data panel
- Remove the `Use Nodes` button when nodetree is used.
- Make displacement properties aligned.
- Rename and enable max distance only when not bump.
2024-04-18 23:44:08 +02:00
Clément Foucault
0c50ec866f EEVEE-Next: UI: Light Panel
- Put non-usual settings into sub panels.
- Rename shadow parameters to be shorter

Pull Request: https://projects.blender.org/blender/blender/pulls/120732
2024-04-18 22:35:28 +02:00
Clément Foucault
0791d7c349 EEVEE-Next: Light: Add ray visbility support
This is very straightforward.

We don't do any versionning as we assume that
if a scene was using these, it was not using eevee
as default renderer.
2024-04-18 22:10:54 +02:00
Clément Foucault
125fcc948e EEVEE-Next: Light: Add transmission factor
Now that lights are supported for refraction BSDFs,
there is no reason to not add support for it.

Versionning sets it to zero for compatibility with
legacy EEVEE.

This is also needed in order to support per object
ray visibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/120796
2024-04-18 22:08:50 +02:00
Boltzmachine
740c9f220d VSE: Add RGB Parade Display Mode for sequencer
This PR implements #120479 by adding a new Waveform Display Mode
"RGB Parade" that will essentially be the Luma Waveform but with
"Separate Colors" turned on.

Pull Request: https://projects.blender.org/blender/blender/pulls/120615
2024-04-18 21:25:44 +02:00
Hans Goudey
40b7bf30c8 Cleanup: Remove unused variable 2024-04-18 15:17:28 -04:00
Hans Goudey
de45c1102f Cleanup: Make format 2024-04-18 15:12:05 -04:00
Jesse Yurkovich
3f8ec963e3 Fix: Use correct datatype in MSC modify_geometry_set for the frame time
The recently added `modify_geometry_set` code path [1] inside the Mesh
Sequence Cache was meant to follow what was done inside `modify_mesh`
but failed to use the correct data type for the time offset. Double is
used throughout Blender when dealing with the frame time and this was
simply missed.

This results in rounding errors and downstream consumers like USD would
re-read the wrong frames. e.g. it would read frame 4 twice because the
values provided when switching from frame 4 to frame 5 were
`4.000000119209290` and `4.999999880790710` instead of
`4.000000000000000` and `5.000000000000000` with this patch.

[1] ea256346a8

Pull Request: https://projects.blender.org/blender/blender/pulls/120790
2024-04-18 20:55:13 +02:00
Bastien Montagne
f3c677887d GPv3: Conversion: Significant refactor of animation hanlding.
While keeping the general process the same, this commit heavily
refactors the animation handling as part of the GPv2 to GPv3 conversion
process.

The whole animation handling is now embeded in new class, which covers
all current use cases (conversion of all fcurves matching a given root
RNA path, or a specific set of given full RNA paths, and transfer to
another ID's animation data if required).

The new system is also now able to perform custom additional conversion
on FCurves if necessary, through a new function callback.

This is used in this commit to fix two issues with the animation of the
'Stroke Thickness' GPv2 layers adjustment factor (the need to divide the
values by 2000, and to switch from an 'integer' FCurve to a regular
one).

Finally, this commit also adds suport for animation of the old GPv2
'Thickness Scale' parameter.

--------

NOTE: While this already improves a lot the animation handling code of
GPv3 conversion, this could still use more clean-up. Don't think it's
worth it within current usage scope though.

But if more use cases need to be covered, and/or we need such conversion
behavior in other places, it could be good to do another improvement
pass and move this as generic 'animation conversion' helper in a
dedicated BKE module.
2024-04-18 19:32:19 +02:00
Leon Schittek
9b21dffe45 Fix #94413: Hide added input sockets on group inputs with hidden sockets
Improve working with multiple group input nodes by automatically
hiding new node group input sockets on any group input node with
hidden extension socket.

Whenever the extension socket is hidden,  the user can now expect
the socket visibility of the group input node to stay fixed.
When the extension socket is shown on the other hand, the group input
node will update when sockets are added to the group interface.

Pull Request: https://projects.blender.org/blender/blender/pulls/120067
2024-04-18 19:20:05 +02:00
Hans Goudey
9a7f4a3b58 Modifiers: Affect all selected objects when holding alt
Support holding alt while invoking modifier operations for add, apply,
remove, and move to index in the property editor. This affects all selected
editable objects instead of just the active object.

Though the alt key is not that visible, it's consistent with the
existing multi-object property editing shortcut. If/when multi-
object editing is every made the default, the alt key could
be reversed here too.

Changes as part of #120230.

Pull Request: https://projects.blender.org/blender/blender/pulls/120695
2024-04-18 17:40:50 +02:00
Clément Foucault
aea31a530d EEVEE-Next: UI: More tweak to lightprobes 2024-04-18 17:32:49 +02:00
Ray molenkamp
39c901407e MSVC: Add cmake option for external manifests
This PR adds a cmake option `WITH_WINDOWS_EXTERNAL_MANIFEST`
which is off by default which addresses the following 2 problems:

The CI env occasionally fails to link the manifest into blender.exe
with mt.exe getting file in use error. The solutions mentioned online
vary wildly between, just rebuild, turn off your AV, use this magic
switch. None of them actually point to a root cause we can address.

When building blender with clang and the visual studio generator
it also somehow doesn't embed the manifest.

If the bots stay problematic this option can be turned on for the CI
environment, and will be automatically turned on when it detects clang
and the visual studio generator being used.

Pull Request: https://projects.blender.org/blender/blender/pulls/111683
2024-04-18 16:57:04 +02:00
Clément Foucault
42c77b2107 EEVEE-Next: UI: Improve volume lightprobe props name and tooltips 2024-04-18 16:48:41 +02:00
Germano Cavalcante
3fc29d8080 Fix #120239: Snap in edit mode is ignoring some self elements
Fix snapping issues caused by commit 1c77779160, where a mesh
representing the edited mesh was introduced.

Mesh snap to vertex now works in the following order:
- Snap to vertices of visible triangles
- Snap to vertices of loose edges
- Snap to loose vertices

The problem arises because in editing mode, faces whose vertices are
being transformed are ignored, marked as hidden in the snap, resulting
in the loss of some vertices in triangles.

The solution involves considering the edges and vertices of hidden
faces as loose elements since, despite being connected to faces, they
are still visible to snap. Two new types of BVHTree were created for
this purpose:

- BVHTREE_FROM_LOOSEVERTS_NO_HIDDEN
- BVHTREE_FROM_LOOSEEDGES_NO_HIDDEN

This modification addresses two related issues:
- snapping in edit mode to vertices and edges of a face being
  transformed
- snapping to mesh with hidden loose elements

Optionally, the first issue could be tackled separately by generating
BVHTrees within the snap system itself and storing them in a
`SnapCache_EditMesh *em_cache`, then passing this cache as a parameter
to the `snap_object_mesh` function.

Pull Request: https://projects.blender.org/blender/blender/pulls/120270
2024-04-18 16:48:19 +02:00
Hans Goudey
b5a82cd722 Cleanup: Unify UV sculpt radius variable naming
Also use const arguments
2024-04-18 10:28:34 -04:00
Jeroen Bakker
e84ab459c7 Vulkan: Use std::endl in vk_to_string
Trying to narrow down why some tests are failing on windows, but not on
linux/mac. These tests use a string compare. This PR adds two modifications
to the current vk_to_string.

- use `std::endl` although not required, it is important to portability
- print vulkan handles in a uniform way.

Pull Request: https://projects.blender.org/blender/blender/pulls/120780
2024-04-18 16:09:26 +02:00
Clément Foucault
f0b1eca9ee Cleanup: EEVEE-Next: Remove unused define 2024-04-18 14:39:10 +02:00
Pratik Borhade
f1955e1c57 Fix #120393: Outliner: Inconsistent dim on hidden items
non object tree elements are not faded in outliner when object or parent
collection is hidden. So in case of non ID_OB, call `element_should_draw_faded`
and pass parent tree element as argument to decide the fade status.
Also faded the icons and hierarchy lines.

Pull Request: https://projects.blender.org/blender/blender/pulls/120397
2024-04-18 14:05:19 +02:00
Hans Goudey
d95b1f120b Mesh: Store BMEditMesh in shared pointer
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
  which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
   object during evaluation (with the object info node), the final edit
   mesh pointer will not be "wrong", allowing us to skip index-mapped
   GPU data extraction.

Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.

One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.

Pull Request: https://projects.blender.org/blender/blender/pulls/120276
2024-04-18 13:52:20 +02:00
Clément Foucault
998d0796e4 Fix: EEVEE-Next: Volume Probe: Missing binds in baking
Might fix a few issues related to baking.
2024-04-18 12:48:20 +02:00
Jeroen Bakker
189113c727 Cleanup: Move vulkan specific tests in tests folder
When reviewing the render graph core PR, we discussed where specific
backend tests should be located. The code style is clear that it
needs to be located in a tests folder next to the code it tests.

This PR moved the tests folder from next to the files they test to
a tests folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/120777
2024-04-18 12:47:23 +02:00
Clément Foucault
23348d4a5c GL: VertBuf/IndexBuf: Add missing SSBO bind tracking
Fix false positive errors with `--debug-gpu`.
2024-04-18 12:33:42 +02:00
Clément Foucault
c601569702 Fix: EEVEE-Next: Displacement: Revert object scaling on output
This was introduced by f371624b2e
but this breaks the render test. Need another approach to match
cycles with object scaling.
2024-04-18 12:30:03 +02:00
Clément Foucault
5b3bf8f4c9 Fix: EEVEE-Next: Volume: Missing nullptr checks
This was a misusage of the API as it is clearly
written that these functions can return `nullptr`.

Fixes #114131
2024-04-18 12:21:16 +02:00
Clément Foucault
d31b459927 GL: UniformBuf: Fix wrong positive missing resource error
This happened when the buffer was bound as a SSBO as the
slot was not marked as used.

We do not tag the unbind as we never call `unbind` for
SSBOs. Also we don't track what target type the UBO is
bound to. This could be improved later.
2024-04-18 12:21:16 +02:00
Jeroen Bakker
076ca1530a Vulkan: Cleanup debugging tools
- Removed ignored message ids as this is also part of vkconfig which should be used
  This is also adviced by the Vulkan Tools WG.
- Also initialize logging when platform doesn't have debugging extensions.

Pull Request: https://projects.blender.org/blender/blender/pulls/120776
2024-04-18 12:00:35 +02:00
Sergey Sharybin
2b475272a0 Cleanup: Unused parameters and function warnings on macOS
Pull Request: https://projects.blender.org/blender/blender/pulls/120775
2024-04-18 10:33:10 +02:00
Campbell Barton
7047715c6b Fix #104798: Slow frame-change with objects in the scenes collection
Avoid re-copying the scene when the scene is tagged for frame change.

For scenes with many objects scrubbing & jumping between first/last
caused noticeably worse performances.

Resolve by:

- Returning false from need_tag_cow_before_update when the recalc flag
  is ID_RECALC_FRAME_CHANGE.
- Change deg_graph_tag_parameters_if_needed to consider
  ID_RECALC_FRAME_CHANGE a clean flag.

Ref !104801
2024-04-18 13:49:18 +10:00
Campbell Barton
9cb3a17352 Linux: freedesktop support for file type association
Support freedesktop file association on Linux/Unix via the command line
arguments: `--register{-allusers}` `--unregister{-allusers}` as well
registration actions from the user preferences.

Once registered, the "Blender" application is available from launchers
and `*.blend` files are assoisated with the blender binary used for
registration.

The following operations are performed:

- Setup the desktop file.
- Setup the file association & make it default.
- Copy the icon.
- Setup the thumbnailer (`--register-allusers` only).

Notes:

- Registering/unregistering for all users manipulates files under
  `/usr/local` and requires running Blender as root.
  From the command line this can be done using `sudo`, e.g.
  `sudo ./blender --register-allusers`.
  From the GUI, the `pkexec` command is used.

- Recent versions of GNOME execute the thumbnailer in a restricted
  environment (`bwrap`) requiring `blender-thumbnailer` to be copied
  into `/usr/local/bin` (synlinks don't work).
  So thumbnailing copies the binary rather than linking and only works
  when registering for all users.

Ref !120283
2024-04-18 11:19:00 +10:00
Campbell Barton
c0e4de8457 PyAPI: support evaluating an expression as a string or None
Utility functions will be used as part of !120283.
2024-04-18 10:35:51 +10:00
Hans Goudey
4666af64a6 Cleanup: Geometry Nodes: Use accessor function for bmain 2024-04-17 16:19:28 -04:00
Hans Goudey
18c5e99f92 Cleanup: Geometry Nodes: Use accessor function for self object 2024-04-17 16:18:58 -04:00
Hans Goudey
29ac593363 Cleanup: Use C++ Vector for color band samples 2024-04-17 12:51:36 -04:00
Hans Goudey
f39c30dc60 Cleanup: Move eyedropper_colorband.cc to proper C++ namespace 2024-04-17 12:51:36 -04:00
Hans Goudey
504992cb0e Fix #120302: Color Ramp eyedropper update crash
Caused by c5d855b497 `eyedropper_colorband_init` wasn't
updated for the change from `UI_but_funcN_set` to `UI_but_func_set`
in `colorband_buttons_layout`.

Now store the RNA pointer and property in the button itself to avoid
the error-prone use of `func_argN`.
2024-04-17 12:51:36 -04:00
Weizhen Huang
8e5840359f Refactor: deduplicate assignment of background light group
by ensuring `KernelLight.lightgroup` is properly assigned in
`device_update_light()`. The value is later retrieved via
`lamp_lightgroup(kg, lamp)`.

`light_manager->device_update()` is called after
`background->device_update()`, so the background light group should
already been assigned when `device_update_lights()` is called.

Pull Request: https://projects.blender.org/blender/blender/pulls/120714
2024-04-17 18:49:03 +02:00
Weizhen Huang
a6330cad7f Refactor: wrap block of codes into a function 2024-04-17 18:49:00 +02:00
Weizhen Huang
45d2e46752 Cleanup: remove unnecessary shader flag in Chiang Hair BSDF
lcg is not needed since 5f9b518a8b
2024-04-17 18:49:00 +02:00
Weizhen Huang
481b50e06d Cleanup: pass shader flag as parameter instead of ShaderData 2024-04-17 18:49:00 +02:00
Weizhen Huang
2e1380fa0c Cleanup: use available function to compute render buffer pointer
use available `film_pass_pixel_render_buffer()` to access the pointer
to the render buffer.
For shadow state, a similar function `film_pass_pixel_render_buffer_shadow()`
is created, because `shadow_path` instead of `path` is needed.
2024-04-17 18:49:00 +02:00
Weizhen Huang
0c9ce4ba4f Refactor: handle MIS weight in lower-level functions
it is difficult to keep in mind when MIS weight is needed, better to
handle this logic in the lower-level functions.
This reduces code duplication in many places.
2024-04-17 18:49:00 +02:00
Weizhen Huang
418acfe8bb Cleanup: remove unused function parameters
This is not a complete list of all the unused parameters in kernel, but
those I touch often, so I am more confident that it's safe to delete them.
2024-04-17 18:49:00 +02:00
Hans Goudey
5b040b12ea Cleanup: Decrease variable scope in UV sculpt 2024-04-17 11:56:05 -04:00
Hans Goudey
46c35b1690 Cleanup: Use switch for UV sculpt tools 2024-04-17 11:56:05 -04:00