Commit Graph

91925 Commits

Author SHA1 Message Date
Clément Foucault
30d1d4579e Cleanup: Overlay: Remove unused extern datatoc and shader library
These are not needed anymore.
2022-05-01 18:47:51 +02:00
Clément Foucault
6cad9c7964 Overlay: Port particle display shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:40:48 +02:00
Clément Foucault
d02d1129f7 Overlay: Port particle edit shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:17:37 +02:00
Clément Foucault
6861ef62a6 Overlay: Port sculpt mask shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 18:07:16 +02:00
Clément Foucault
cc268238ea Overlay: Port wireframe shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:39:32 +02:00
Clément Foucault
ba22aa8797 Overlay: Port facing shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:14:30 +02:00
Clément Foucault
e59cc3a814 Overlay: Port gpencil canvas shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 17:07:20 +02:00
Clément Foucault
d33801e2bf Overlay: Port image empty shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 16:30:51 +02:00
Clément Foucault
1c992cc647 Overlay: Fix non functional outline on wireframe
This was caused by rB6e5877c189df5d6c2dfcaa44ba4c3c9a8b387998.
2022-05-01 15:37:37 +02:00
Clément Foucault
0dfb6eddc0 Overlay: Port motion path shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 15:37:37 +02:00
Clément Foucault
0c44b03b09 Overlay: Port 2D image overlay shaders to use shaderCreateInfo
This should have no functional changes.
2022-05-01 15:37:37 +02:00
Lukas Tönne
df0616bcd0 Nodes: Fix T90233
- Fix default_value initialization of custom node tree interface:

  This was crashing when adding a custom interface socket to a tree.
  The node_socket_set_typeinfo function was called too early, creating a
  default float socket, which then doesn't match the socket type after
  changing to the custom type.

  The node_socket_set_typeinfo only allocates and initializes
  default_value when it isn't already set. That is because the function is
  used either when creating new sockets or to initialize typeinfo after
  loading files. So default_value has to be either null or has to be
  matching the current type already.

- Fix RNA flag for string return value of the valid_socket_type callback:

  String return values of registerable RNA functions need a
  PROP_THICK_WRAP flag since they don't have a fixed buffer to write into.
2022-05-01 09:27:22 +01:00
Clément Foucault
171851a6c8 Material: Hide material output socket Thickness as it is not used for now
This is a EEVEE-Next feature that is not yet implemented. Ideally the
socket should only be displayed when EEVEE is in the selected target
engine.
2022-05-01 10:09:23 +02:00
Nate Rupsis
5ff931149b Updating Graph editor channels pin tool tip
Reviewed By: Blendify

Maniphest Tasks: T97631

Differential Revision: https://developer.blender.org/D14766
2022-04-30 23:12:44 -04:00
Clément Foucault
12217714c7 Overlay: Port depth only & uniform_color shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 23:56:31 +02:00
Clément Foucault
86b37748a7 Overlay: Port background shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 23:54:52 +02:00
Clément Foucault
6e5877c189 Overlay: Port outline shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 23:13:27 +02:00
Clément Foucault
69a43069e8 Overlay: Port edit gpencil shaders to use shaderCreateInfo
This should have (mostly) no functional changes.

Support for clipping was added to the shaders but it is not enabled for now
as we wait for the Gpencil engine to support clipping.
2022-04-30 21:11:55 +02:00
Germano Cavalcante
57b4efc250 Overlay: port paint shaders to use 'GPUShaderCreateInfo'
Simple port.

Also a description of how each shader is used has been added.

NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested.
Apparently it is created but not used.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14812
2022-04-30 14:50:57 -03:00
Clément Foucault
fc40356ed8 Overlay: Port edit lattice shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 19:35:51 +02:00
Clément Foucault
a8e6ee17cc Overlay: Port edit curves shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 19:20:37 +02:00
Clément Foucault
669349bfe4 Overlay: Port edit uv shaders to use shaderCreateInfo
This should have no functional changes.

Removed `antialiasing_vert.glsl` becaus it was actually a duplicate of
`common_fullscreen_vert.glsl`.
2022-04-30 18:25:05 +02:00
Clément Foucault
b95601fa1a Overlay: Port edit uv shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 17:37:19 +02:00
Clément Foucault
237857cc26 Overlay: Port volume shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-30 16:30:09 +02:00
Peter Kim
5c92c04518 XR: Add object extras, object types visibility session options
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.

Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.

By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D14220
2022-04-30 16:23:43 +09:00
Ramil Roosileht
2fc6563a59 D14808: Use saturation as multiplier for saturation filter
A change proposed in T97697, using existing saturation as a multiplier for the filter operation
{F13038602}

Review By: Joseph Eagar, Julian Kaspar
Differential Revision: https://developer.blender.org/D14808
Ref D14808
2022-04-29 20:12:45 -07:00
Clément Foucault
eaa63c7d68 Overlay: Port extra shaders to use shaderCreateInfo
This should have no functional changes.
2022-04-29 20:38:42 +02:00
Sebastian Parborg
074a8558b7 Fix rendering of wire curves when used as custom bone objects
In the current code we do not render any curves if they have not been
converted to meshes. This change makes the custom bone drawing try to
render mesh objects first and then falls back to curve objects if there
is no mesh data available.

Reviewed By: Clement

Differential Revision: http://developer.blender.org/D14804
2022-04-29 18:22:32 +02:00
Bastien Montagne
1a8a69d318 Cleanup: Fix harmless runtime error about null pointer in Outliner tree code.
While the reference would never be used in case of NULL pointer, this
bit of code was not really clear and nice, so make it less ambiguous
now. Also add early return in case a NULL idv pointeris actually passed.
2022-04-29 17:57:46 +02:00
Bastien Montagne
3c7a6718dd Fix T95480: Crash when relocating libraries in some cases.
While code deleting old (relocated to new ones) IDs would work fine in
typical cases, it would fail badly in others, when e.g. drivers would
create 'reversed' dependency from the obdata ID to the object ID.

This commit uses a less efficient, but much safer method. It also
ensures no relocated old IDs is left over in the file (previous version
could easily leave some old IDs from the old library until a full
save/reload cycle happened).
2022-04-29 17:57:46 +02:00
Bastien Montagne
4d464a946a Fix (unreported) library relocating code making indirectly linked IDs direct.
While relatively minor issue, it could become fairly annoying in a big
project, since once an ID is tagged as directly linked it tend to remain
as such.

Now also force indirect tagging when loading new IDs as part of a lib
relocation process, since the ones actually directly linked will be
tagged as such later on.
2022-04-29 17:57:46 +02:00
Bastien Montagne
d779b15485 Fix (unreported) bad handling of ID usercount increment in remapping code.
While this only had minor potential effect, both code incrementing
usercount of newly remapped IDs were wrong.

Original one would by-pass any 'ensured user' handling, newer one would
systematically make the ID directly linked...

`id_us_plus_no_lib` is to be used here.
2022-04-29 17:57:46 +02:00
Bastien Montagne
f44a34fc55 BKE_lib_remap: add comment note about some remapping options.
Fact that those options are only used in a specific case, and that the
same behavior is ensured in a different part of the code in other cases,
is fairly confusing and unfortunate... At least document it.
2022-04-29 17:57:46 +02:00
Clément Foucault
3b7bce45d2 Fix T97686 DRW: Freeze when switching to material preview or render view
This was caused by the compilation job being created suspended (to avoid
UI slowdown because of the material Preview Icons). The suspended job
wasn't passing the `WM_jobs_test` in `DRW_deferred_shader_remove` and
the material would still be in the compile queue with its status equal to
`GPU_MAT_QUEUED`. This would block the main thread in the waiting loop.
But since the job manager timer needs to execute in the main thread, the
compilation job was never being pushed out of its suspended state.
This lead to a complete lock situation.

The solution is to use `WM_jobs_customdata_from_type` which does exactly
what we need.

Also fixed a nullptr free.
2022-04-29 17:57:38 +02:00
Sergey Sharybin
5d84d9b0d6 Cleanup: Simplify job custom data query API
There were two calls to access job's custom data. One of them
ignored job type, the other one ignored job owner.

Now there is a single function to access job's custom data.
If the job type or owner is not relevant NULL or WM_JOB_TYPE_ANY
can be passes explicitly.

Differential Revision: https://developer.blender.org/D14803
2022-04-29 16:49:52 +02:00
Sybren A. Stüvel
2f49908a5e NLA: Key influence when pushing down to NLA
When pushing down an Action onto an NLA track, set the new Strip's
influence to the Action's influence. This is done by setting a key due
to the way the NLA Strip influence works (it's either animated, or
ignored).

Reviewed By: sybren, RiggingDojo

Differential Revision: https://developer.blender.org/D14719
2022-04-29 16:28:02 +02:00
Hans Goudey
baae87ce86 Fix: Incorrect custom data maxlayers in rare files
For a single day in 2015 between rBff3d535bc2a6309 and rB945f32e66d6ada,
custom data structs could be written with an incorrect maxlayer field.
This means that custom data structs read from those files would think
they have more space to add new layers than they actually did, causing
a crash if more layers were added. This was found while investigating
a crash from D14365 which adds new face corner layers in versioning.

The fix is to reset all maxlayer integers to totlayer, which is
done when writing files in current Blender anyway.

The file tests/render/motion_blur/camera_zoom_blur_perspective.blend
has this problem as it was added on 2015-07-21, right between the two
commits. Adding three custom data layers in versioning code would crash.

The problem was originally found and investigated by Martijn Versteegh
(@Baardaap), thanks!

Differential Revision: https://developer.blender.org/D14786
2022-04-29 09:20:10 -05:00
Germano Cavalcante
1d9c050188 Fix wrong cast from uint to int (2)
Error in rB3d877c8a0d06
2022-04-29 10:22:49 -03:00
Germano Cavalcante
a323ada701 Fix wrong cast from uint to int
Error in rB3d877c8a0d06
2022-04-29 10:19:58 -03:00
Demeter Dzadik
7fd11d9c7f T95386: Add Discontinuity (Euler) filter to Dope Sheet.
Add the Discontinuity (Euler) Filter operator to the Dope Sheet->Key
menu, so it's not only available from the Graph Editor->Key menu. On
request of @pablico, see T95386.

This required changing a poll function which is used by a bunch of other
operators, which seemed scary at first, but my thinking is that if an
operator can execute in the Graph Editor, then it should also be able to
execute in the Dope Sheet. I think the only reason this wouldn't be true
is if we were storing animation data in the UI itself, which of course
we don't. So I hope this is okay.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D14015
2022-04-29 15:17:27 +02:00
Germano Cavalcante
3d877c8a0d Select Engine: port shader to use 'GPUShaderCreateInfo'
Simple port with a few cosmetic changes:
- Attribute named "color" for indices VBO is now called "index"
- The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source)

Differential Revision: https://developer.blender.org/D14800
2022-04-29 10:15:04 -03:00
Clément Foucault
fcb0090842 GLState: Avoid possible undefined behavior in state comparison
The bitwise XOR used to compute the delta (`changed`) might produce NaN and
thus produce undefined behavior when comparing to another float (because of
float promotion).
2022-04-29 09:10:07 +02:00
Joseph Eagar
65e7219706 Fix T97097: Color filter saturate affects non-colors
Saturation is now tested for > 0.001 instead of != 0.
We may wish to turn the limit into an operator property
in the future.
2022-04-28 23:24:10 -07:00
Campbell Barton
cc8fe1a1cb Fix T97120: Gizmo fails to select in orthographic view
Regression in exposed by 49fc4449e7.
2022-04-29 16:21:23 +10:00
Joseph Eagar
7f0163118b Fix T97608: Sculpt sample color op is missing pmap
Add missing call to BKE_sculpt_update_object_for_edit.
2022-04-28 23:19:06 -07:00
Joseph Eagar
720e19a833 Fix T62945: Hotkeys not showing up in brush tooltips 2022-04-28 23:13:53 -07:00
Campbell Barton
9dadd8bdb1 Fix T97124: Area light size gizmo unselectable
Workaround for MS-Windows NVidia/LLVMPipe combination failing to select
the gizmo unless depth-test was used.
2022-04-29 13:13:30 +10:00
Campbell Barton
0b5cf91b89 Cleanup: use 'use_' prefix for RNA boolean 2022-04-29 09:43:03 +10:00
Campbell Barton
1e23304fbc Cleanup: missing declaration warnings & spelling in comments 2022-04-29 09:27:46 +10:00
Ray Molenkamp
9a25a34e42 shader_builder: fix build issue on windows
shader_builder had no manifest set, leading
to the classic common control version being
loaded which in turn caused an import error
and made the executable fail to initialize.
2022-04-28 16:57:46 -06:00