Commit Graph

25824 Commits

Author SHA1 Message Date
Germano Cavalcante
1c77779160 Refactor: Store a 'Mesh' in the editmesh snap cache and use it for snapping
In this commit, a temporary mesh is created representing the edit mesh.
This mesh is then used in the Edit Mesh snapping system instead of the
BMesh.

By using a Mesh object for snapping, we remove a considerable amount of
code and use a more optimized version of snapping.

This simplifies the code and makes it easier to implement new features.

## Performance test: Face + Edge + Vert
|        | Cache     | Gen. Snap |
|--------|-----------|-----------|
| Before | 680.88 ms | 0.1250 ms |
| After  | 489.06 ms | 0.1064 ms |
| Improv | 28.65%    | 14.88%    |

## Performance test: Face
|        | Cache     | Gen. Snap |
|--------|-----------|-----------|
| Before | 293.90 ms | 0.0230 ms |
| After  | 411.92 ms | 0.0256 ms |
| Improv | -40.15%   | -11.30%   |

Pull Request: https://projects.blender.org/blender/blender/pulls/117047
2024-02-12 18:59:13 +01:00
Hans Goudey
d434ef6566 Docs: Add comments to node tree runtime struct clarifying design
Currently we have some old code from shader/compositor/texture nodes
that stores runtime data during and after evaluation on the node tree
itself. This is meant to be avoided, since the node tree is just meant
to be evaluation _instructions_.

Pull Request: https://projects.blender.org/blender/blender/pulls/118056
2024-02-12 17:44:12 +01:00
Hans Goudey
b0b6bc86ab Cleanup: Use more standard face corner naming in mesh normals code
Mostly replace "ml" with "corner"
2024-02-12 11:15:01 -05:00
Hans Goudey
f3c55b9f9c Cleanup: Remove unused DerivedMesh function 2024-02-12 10:45:02 -05:00
Hans Goudey
e9b8460ebe Cleanup: Use blender::int2 instead of vec2i 2024-02-12 10:45:02 -05:00
Thomas Dinges
34feee3499 Cleanup: Remove unused internal FFMPEG presets
Formats like VCD and SVCD are obsolete, others are done via Python.

Pull Request: https://projects.blender.org/blender/blender/pulls/118069
2024-02-12 09:45:13 +01:00
Campbell Barton
835b9a506d Merge branch 'blender-v4.1-release' 2024-02-11 17:19:27 +11:00
Campbell Barton
835651cfdd Fix cross_poly_v2 returning a negated value, add tests
The result of cross_poly_v2 was flipped compared with cross_tri_v2 &
cross_poly_v3 (with the Z values zeroed).

Ensure cross_poly_v2/3, cross_tri_v2/3 return compatible results and
updating the doc-strings noting that a negative Z is for clock-wise
polygons.
2024-02-11 17:16:17 +11:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
29fe777445 Cleanup: Make BKE_report.h a full Cpp header. 2024-02-10 18:34:29 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Campbell Barton
3dbbc013de Cleanup: spelling in comments 2024-02-10 22:35:35 +11:00
Bastien Montagne
6c6a3b8afc Cleanup: make format. 2024-02-09 19:52:55 +01:00
Bastien Montagne
e71ae3b16c Cleanup: Move BKE_collection.h to CPP header. 2024-02-09 19:42:38 +01:00
Bastien Montagne
deab8c085a Cleanup: Move BKE_callbacks.h and BKE_cachefile.h to CPP headers. 2024-02-09 19:29:34 +01:00
Bastien Montagne
a9b2cf8ce6 Cleanup: Move BKE_path.h to CPP header. 2024-02-09 19:23:03 +01:00
Bastien Montagne
b21ceece05 Cleanup: Move BKE_blender.h to CPP header.
Also fix comment in `build_files/cmake/macros.cmake`, CMake blender version
parsing depends in the (still C) `BKE_blender_version.h` header now.
2024-02-09 19:12:23 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Bastien Montagne
09a2688684 Refactor BKE_lib_query_unused_ids API.
Add a new `BKE_lib_query_unused_ids_amounts` to query expected amounts
of deleted IDs. This function does not tag IDs in main anymore.

Factorize most parameters (and output data) into a new struct
`LibQueryUnusedIDsData`.

Part of PR https://projects.blender.org/blender/blender/pulls/117304.
2024-02-09 17:01:31 +01:00
Lukas Tönne
b8bb5a0700 Fix: GPv3: Read/write of the parsubstr (parent bone name)
This is now an allocated string and needs to be mapped on file read.

Pull Request: https://projects.blender.org/blender/blender/pulls/118048
2024-02-09 16:51:32 +01:00
Philipp Oeser
c5659e56c5 Merge branch 'blender-v4.1-release' 2024-02-09 15:40:01 +01:00
Damien Picard
990c0ad42c Fix #113803: some cloth weight groups change on reordering
When reordering vertex groups on a mesh, some cloth properties would
get affected by another group, because they were based on group index
instead of name.

This issue was already handled by
`BKE_object_defgroup_remap_update_users()` for some properties, but
not all.

This commit extends the function for missing properties: Shrinking,
Shear, Internal Springs, Pressure, Self Colllisions and Object
Collisions.

Pull Request: https://projects.blender.org/blender/blender/pulls/114032
2024-02-09 15:39:09 +01:00
Hans Goudey
91e54fdd83 Cleanup: Move BLO_readfile.h to C++
I added a new BLO_userdef_default.h header to contain declarations of
two global variables that are still defined in C files. Use of designated
initializers for large structs make those files harder to change.
Arguably this is a better header for them anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/118015
2024-02-09 13:41:30 +01:00
JonasDichelle
f2e27ef7b6 Cycles: Override World option per View Layer
This feature is useful for many production scenarios as it allows for the
creation of separate render passes with specific worlds. This would help
workflows that require different skies or other backgrounds for compositing.

Ref #117919

Pull Request: https://projects.blender.org/blender/blender/pulls/117920
2024-02-09 12:16:16 +01:00
Sergey Sharybin
467a132166 Compositor: Implement per-node execution time report
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.

The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.

The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.

The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.

Pull Request: https://projects.blender.org/blender/blender/pulls/117885
2024-02-09 10:19:24 +01:00
Campbell Barton
5affe322cc Correct version bump from 41b63ebda2 2024-02-09 18:15:05 +11:00
Campbell Barton
41b63ebda2 Versioning: add missing version update for renamed key-map
Account for the renamed key-map when loading older saved key-maps &
stored user preferences. [0] missed these changes.

[0]: 661e7e451a
2024-02-09 18:11:12 +11:00
Hans Goudey
b2d9f08d5c Merge branch 'blender-v4.1-release' 2024-02-08 14:56:18 -05:00
Hans Goudey
2e6223d90f Geometry Nodes: Move instance reference indices to a builtin attribute
This means the array can be shared between geometries when unchanged,
reducing memory usage and increasing performance. It also means that
handling the data can be done more generically using the attribute
system. In the future the transforms can become attributes too.

Two other changes are related here:
- The "almost unique ids" are cached with a shared cache so they
  are shared too.
- The reference indices are baked as an attribute now, making the process
  more generic and potentially easier to optimize in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/117951
2024-02-08 20:55:34 +01:00
Miguel Pozo
7e8fd2cc2c Fix: GPU: Fix closure evaluation order
EEVEE-Next can only store data for a single (global) closure at a time,
which, when combined with ShaderToRGB nodes, requires extra care in the
order that closures are evaluated.
For example:
![image](/attachments/0c56613f-3515-40a2-bf0e-282a8a99d64e)
Here, after `ntree_shader_shader_to_rgba_branch` there will be 2 Diffuse
nodes (the original and a copy for the ShaderToRGB branch).
However, the generated code order will be something like this:
```
Diffuse (original)
Diffuse (copy)
ShaderToRGB // This resets closures
Mix
```
So while the original node is technically "evaluated", the closure data
is reset after ShaderToRGB.
This patch updates the code generation to ensure closure evaluation is
ordered taking ShaderToRGB branches into account, so the generated code
looks like this:
```
Diffuse (copy)
ShaderToRGB // This resets closures
Diffuse (original)
Mix
```
This also fixes ShaderToRGB support for AOVs, removes unused code, and
fixes several bugs that I've found along the way that were harmless for
EEVEE but broke EEVEE Next.

Pull Request: https://projects.blender.org/blender/blender/pulls/117767
2024-02-08 20:43:50 +01:00
Hans Goudey
30f8dfc474 Cleanup: Fix string format warning after recent commit 2024-02-08 12:21:33 -05:00
Hans Goudey
a39e8a4ab9 Cleanup: Use StringRef instead of C strings in CustomData API
This simplifies some code. It may improve performance slightly too,
because of faster string comparisons with a known length.

Pull Request: https://projects.blender.org/blender/blender/pulls/117996
2024-02-08 16:56:42 +01:00
Miguel Pozo
74b8f99b43 Render: Merge EEVEE and Cycles motion blur settings
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`

On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117913
2024-02-08 16:49:18 +01:00
Sergey Sharybin
8303bb167b Add runtime field on the Scene
For C it is an opaque pointer, for the C++ it is a class which is
defined in BKE_scene_runtime.hh.

The runtime field ensured to exist after file load, and after new
scene is added. The field is not copied when scene is copied, and
instead the copy of the scene has its own runtime field. If any of
the fields in the runtime are desired to be copied it needs to be
done explicitly.

Currently unused, but is planned to be utilized for the upcoming
compositor timing functionality,

Pull Request: https://projects.blender.org/blender/blender/pulls/117978
2024-02-08 14:30:14 +01:00
Lukas Tönne
dfec8171cc Modifiers: Increase the length of name strings in ModifierTypeInfo
These name fields run out of space for some of the new Grease Pencil
modifiers, like "GreasePencilEnvelopeModifierData". Only one of these
strings is stored for each modifier type, so this should have almost no
impact on size.

Pull Request: https://projects.blender.org/blender/blender/pulls/117980
2024-02-08 12:34:27 +01:00
Bastien Montagne
43726134c3 BKE_idtype: Add access to IDTypeInfo from idtype index. 2024-02-07 19:07:06 +01:00
Falk David
0a45acbe3b GPv3: Layer Parenting/Transforms
This implements layer parenting and layer transforms.

* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.

Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117247
2024-02-07 16:28:14 +01:00
Hans Goudey
6702f74d0b Curves: Improve copy and move assignment
Previously the default constructor ran, then the copy or move
assignment. This resulted in extra creations of runtime data,
including allocations of all the shared caches, only for them
to be immediately replaced by the new ones. Move assignment also
didn't clear the source curves completely, which could result in
higher memory usage or worse, extra users for attribute arrays,
which could lead to unnecessary copying.

In a very simple test repeatedly copying a tiny Curves data-block,
I observed a 30% performance improvement.

This also fixes a memory leak of the offsets in the copy assignment.

Pull Request: https://projects.blender.org/blender/blender/pulls/117932
2024-02-07 15:40:29 +01:00
Thomas Dinges
fb0f06a2ac Revert "Release cycle: 4.1, Bcon3"
This reverts commit 4db1426818.
2024-02-07 12:53:08 +01:00
Thomas Dinges
fc98c896ef Merge branch 'blender-v4.1-release' 2024-02-07 12:52:25 +01:00
Thomas Dinges
4db1426818 Release cycle: 4.1, Bcon3 2024-02-07 12:49:52 +01:00
Thomas Dinges
f77996e344 Release cycle: Start of 4.2, Bcon1 2024-02-07 12:46:54 +01:00
Bastien Montagne
7ca62fa54e Refactor: Turn main USD public header into full Cpp one.
Rename `usd.h` to `usd.hh`, and put its declarations in the
`blender::io::usd` namespace.

Pull Request: https://projects.blender.org/blender/blender/pulls/117897
2024-02-07 09:42:23 +01:00
Christoph Lendenfeld
79f84775f2 Anim: Motion Paths in camera space
Animators (especially for film and TV) often need
to track the movement of things in screenspace.
At the end of the day, the pixel motion is what counts.
But motion paths were always in world space,
which made it hard to use when the camera
is also animated (during action scenes e.g.)

This PR introduces the feature of projecting a motion path into the screen space of the active scene camera.

Limitations
This makes the motion path only useful when looking through the active scene camera.
Switching the scene camera using markers is not yet supported.

Technical Implementation
This is achieved by baking the motion path points into the
camera space on creation. For every point calculated,
the camera is evaluated through the depsgraph and
the resulting world matrix is used.
Then I pass in the current frame's world matrix of the
camera into the shader to make sure the points follow it.
As can be seen in the video, it looks quite odd when
viewed at another angle but this is expected.
I mentioned that in the tooltip, so it shouldn't be an issue

Pull Request: https://projects.blender.org/blender/blender/pulls/117593
2024-02-06 23:14:17 +01:00
Jacques Lucke
e1ee422d12 Nodes: improve handling of deprecated nodes
In 4.1 we deprecate the `Rotate Euler` node in favor of the `Rotate Rotation`
node which uses the new rotation socket type. The node is not removed
(for now) because that would come with compatibility issues. More generally,
we'll likely run into the situation where nodes are deprecated more often in the
future, without actually removing them to keep compatibility. This patch improves
how such nodes are handled in the UI.

The patch does three things:
* Adds a new `Utilities > Deprecated` entry in the add node menu in geometry nodes.
* Moves search items which are deprecated to the bottom in the search results
  (currently, this only works in English, can be fixed in bcon3).
* Adds a new `bNodeType->deprecation_notice` that will result in a deprecation
  warning when the node is used.

Pull Request: https://projects.blender.org/blender/blender/pulls/117905
2024-02-06 19:08:01 +01:00
Jacques Lucke
29e2dcd2c8 Modifiers: remove modifier session_uid in favor of persistent_uid
Since 1497005054, there is a new `ModifierData.persistent_uid` which
has more use cases than the old `session_uid`. This patch removes
`ModifierData.session_uid` and replaces its usages with the new `persistent_uid`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117909
2024-02-06 18:02:32 +01:00
Jacques Lucke
1497005054 Modifiers: add unique modifier identifiers
This adds a new `ModifierData.persistent_uid` integer property with the following properties:
* It's unique within the object.
* Match between the original and evaluated object.
* Stable across Blender sessions.
* Stable across renames and reorderings of modifiers.

Potential use-cases:
* Everywhere where we currently use the name as identifier. For example,
  `ModifierComputeContext` and `ModifierViewerPathElem`.
* Can be used as part of a key in `IDCacheKey` to support caches that stay
  in-tact across undo steps.
* Can be stored in the `SpaceNode` to identify the modifier whose geometry node
  tree is currently pinned (this could use the name currently, but that hasn't been
  implemented yet).

This new identifier has some overlap with `ModifierData.session_uid`, but there
are some differences:
* `session_uid` is unique within the entire Blender session (except for duplicates
  between the original and evaluated data blocks).
* `session_uid` is not stable across Blender sessions.

Especially due to the first difference, it's not immediately obvious that the new
`persistent_uid` can fulfill all use-cases of the existing `session_uid`. Nevertheless,
this seems likely and will be cleaned up separately.

Unfortunately, there is not a single place where modifiers are added to objects currently.
Therefore, there are quite a few places that need to ensure valid identifiers. I tried to catch
all the places, but it's hard to be sure. Therefore, I added an assert in `object_copy_data`
that checks if all identifiers are valid. This way, we should be notified relatively quickly if
issues are caused by invalid identifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/117347
2024-02-06 17:10:40 +01:00
Jacques Lucke
a214db60c6 Cleanup: use ID_IS_LINKED 2024-02-06 17:06:44 +01:00
Damien Picard
5b9c176b68 I18n: extract and disambiguate a few messages
Extract:
- Operators' poll messages, including Python-defined ones.
- Use default translation context for the region toggle pie menu.
- Newly created F-Curve modifiers.
- Newly created video tracker track.
- Grease Pencil UV area status message
- Status messages in the graph slider operators.
- Status message "Text <text.py>" when opening .blend with
  auto-executing Python file.

Disambiguate:
- Track: can mean NLA track, video tracking, a tracking marker, or
  a track constraint.
- Tracking: can mean video tracking, or a track constraint.

Issue reported by Gabriel Gazzán.

Pull Request: https://projects.blender.org/blender/blender/pulls/117855
2024-02-06 17:06:30 +01:00
Hans Goudey
6b6e57c98c Geometry Nodes: Add local/global toggle to Rotate Rotation node
All the option does internally is reverse the order of the rotations,
but this is the same as old "Rotate Euler" node, and it's a bit more
intuitive this way. Also use the same socket names, "Rotation" and
"Rotate By" which are much more intuitive.

Technically it would be better to not have to duplicate the multi-
function just to switch the order of the arguments. But the
evaluator assumes that the order always matches the socket
order currently.

Pull Request: https://projects.blender.org/blender/blender/pulls/117899
2024-02-06 16:23:26 +01:00