Commit Graph

25074 Commits

Author SHA1 Message Date
Julian Eisel
88085accf7 Fix: Missing fill tool default brush in grease pencil draw mode
Apparently the name of the default fill brush in the essentials asset
library was changed in 9dfd0a171f.
2024-09-30 16:23:32 +02:00
Falk David
4c17ccbf56 GPv3: Add functions to copy parameters of layers and groups
Adds `BKE_grease_pencil_copy_layer_parameters` and
`BKE_grease_pencil_copy_layer_group_parameters` to copy
the parameters of layers and layer groups without copying
the data.
2024-09-30 16:20:43 +02:00
Falk David
be3e5e979f GPv3: Add function to copy GreasePencil parameters
Adds a kernel function to copy only the `GreasePencil` parameters
and not the layer tree or drawings.
2024-09-30 16:20:43 +02:00
Julian Eisel
2a1004f7af Fix #128335: Activating brush from asset shelf sets tool, but not brush
We'd first set the brush, then change tools, which would again set the
brush to what it was before (switching tools tries to remember its last
used brush). Instead, switch the brush after switching the tool.

Also added a brush API check to test if the brush is valid for the
current mode, so that we don't end up switching tools in that case. This
matches previous behavior where this would be checked as part of setting
the brush already, causing the function to early exit before the tool is
changed.
2024-09-30 16:19:06 +02:00
Falk David
dfc69eb750 Fix: GPv3: Issues in BKE_grease_pencil_nomain_to_grease_pencil
* Handle the case where `drawing_array_num` is 0.
* Reset the pointer of the active node (because it is no longer valid)
* Cleanup copy-paste error in docstring
2024-09-30 14:48:45 +02:00
Sybren A. Stüvel
2d5591b63f Cleanup: mark unused variables as such
Mark two `unassign_ok` variables as unused in non-debug builds. They're
only checked in `BLI_assert` calls.

No functional changes.
2024-09-30 11:59:45 +02:00
Campbell Barton
9b8b03d8e6 Mesh: comments for a code-blocks which can leak memory 2024-09-30 13:40:48 +10:00
Campbell Barton
c852f7402e Fix #128226: Memory leak selecting meshes in multi-object edit-mode
The meshes custom data-mask edit-mode check only considered the object
in edit-mode if it was the active object. This isn't correct as multiple
objects can be in edit-mode at once.

The potential for `mesh_get_eval_deform` to leak memory remains,
this just avoids an unnecessary mesh re-generation on selection
(which was causing the leak), see: !128228 for details.
2024-09-30 13:23:25 +10:00
Hans Goudey
eb6b96e70c Cleanup: Avoid unnecessary string copy when adding attribute 2024-09-29 19:01:17 -04:00
Pratik Borhade
774bf48925 Fix: Build error without OpenVDB
Wrong identifier added in 5e46e3d28a. Should be `WITH_OPENSUBDIV`

Pull Request: https://projects.blender.org/blender/blender/pulls/128318
2024-09-29 08:47:37 +02:00
Campbell Barton
9c8c786a05 Fix error in studiolight preview
Regression in [0].

[0]: 473bd60164
2024-09-29 14:57:36 +10:00
Hans Goudey
d24483e0cf Geometry: Use StringRef for vertex group lookup
Fixes incorrect usage of StringRef in new grease pencil code, where
`.data()` was passed as a null terminated C string. Removes the now
unnecessary `std::string` creation that attribute accessors used to
fix that problem.

Pull Request: https://projects.blender.org/blender/blender/pulls/128298
2024-09-28 20:58:34 +02:00
Hans Goudey
68be2d9af1 Cleanup: Add helper function to access vertex group index from name
In addition to the existing function which takes an ID argument.
2024-09-28 10:39:04 -04:00
Bastien Montagne
a9fa3657a6 Fix (unreported) link/append code adding full ID names in some cases.
This code handles ID types separately, so id names should not contain
the ID code prefix.
2024-09-27 19:06:55 +02:00
Hans Goudey
5e46e3d28a Subdiv: Remove topology refiner C-API wrapper
Remove the indirection previously used for the topology refiner
to separate C and C++ code. Instead retrieve the base level in
calling code and call opensubdiv API functions directly. This
avoids copying arrays of mesh indices and should reduce
function call overhead since index retrieval can now be inlined.
It also lets us remove a lot of boilerplate shim code.

The downside is increased need for WITH_OPENSUBDIV defines
in various parts of blenkernel, but I think that is required to avoid
the previous indirection and have the kernel deal with OpenSubdiv
more directly.

Pull Request: https://projects.blender.org/blender/blender/pulls/120825
2024-09-27 19:01:12 +02:00
Julian Eisel
0a2a8d612a Cleanup: Remove unused sculpt brush reset function
This isn't in use anymore since brush assets were merged, they have
their own resetting logic.
2024-09-27 18:36:23 +02:00
Julian Eisel
1cf81d733a Fix: Outdated default brush names after essentials library update
Fixes paint modes not having a default brush activated.

Brush names changed to not include the now unnecessary mode suffix in
9dfd0a171f.
2024-09-27 16:31:05 +02:00
Sybren A. Stüvel
7aa99cd562 Anim: make BKE_animdata_fix_paths_remove() compatible with slotted Actions
`BKE_animdata_fix_paths_remove()` now calls into the new function
`animrig::legacy::action_fcurves_remove()`, which works for both
legacy and slotted Actions.

Also I updated the documentation of the BKE function so that it's clear
what it's actually doing.

No functional changes for legacy Actions.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128252
2024-09-27 16:23:31 +02:00
Sybren A. Stüvel
7acf871aa4 Refactor: Anim, simplify BKE_animdata_fix_paths_remove
Reduce cognitive complexity of `BKE_animdata_fix_paths_remove()` by
returning early, returning literals (instead of variables) when the
returned value is known, and just calling `BKE_animdata_from_id()` instead
of re-implementing it here.

No functional changes.
2024-09-27 16:23:30 +02:00
Campbell Barton
e21b424eee Attributes: support setting the active attribute to "None"
Support setting: `object.data.attributes.active = None` for
ID attributes. Use -1 to represent no active index.

Resolves #127691

Ref !128233
2024-09-27 23:47:13 +10:00
Sybren A. Stüvel
fff6e59dde Anim: when assigning Action, check its ID type and NLA tweak mode
When assigning an Action with the new API:

- check the Actions ID type (if it is a legacy Action), and
- check whether the ID is in NLA tweak mode.

This means that action assignment can fail, so the
`animrig::assign_action()` and `animrig::unassign_action()` functions
now return a `[[nodiscard]] bool`.

Part of `generic_assign_action()` has now also been shielded with an
`#ifdef WITH_ANIM_BAKLAVA` just to be sure.

This also includes a change in `BKE_animdata_free()`. That function now
first exits NLA tweak mode (if enabled) before freeing the Actions. This
makes it possible to simply un-assign the assigned Action, as all the
NLA tweakmode stuff has already been taken care of by the responsible
function.

Pull Request: https://projects.blender.org/blender/blender/pulls/128199
2024-09-27 15:43:02 +02:00
Falk David
53b9594ee2 Geometry Nodes: Add "Merge Layers" node
This patch improves working with grease pencil layers in geometry nodes.
* Allow layers to have duplicate names in geometry nodes. In original data, unique names are enforced.
  * This allows e.g. duplicating layers and then merging them by name in the end.
  * It also resolves a big serial bottleneck when working with many grease pencil layers in geometry nodes. Enforcing unique names is inefficient.
* New `Merge Layers` node that can merge multiple layers by name or by a custom group id.
* Applying a grease pencil modifier now first merges all layers with the same name to ensure all names are unique.

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/127873
2024-09-27 13:17:18 +02:00
Jacques Lucke
74f266c119 Fix #127855: crash when changing interface socket type with custom sockets
There were multiple issues that popped up when following the reproduction steps
in the report:
* Somehow, `socket.socket_data` was set for a custom socket type. I don't know
  how that happened yet. I added some code to clean it up on file-load.
* `declaration_for_interface_socket` did not work yet when the socket type is
  not registered. Now it just creates a custom socket with the correct idname,
  even if that's not registered yet.
* There was a missing node tree update when changing `bl_socket_idname` of
  interface sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/128191
2024-09-26 20:41:06 +02:00
Julian Eisel
590123d2e5 Sculpt/Paint: Update essential library paths for brush assets
Updates paths constants for the essentials asset library after 9dfd0a171f, which
splits the single essentials file into multiple.

Pull Request: https://projects.blender.org/blender/blender/pulls/128204
2024-09-26 19:26:52 +02:00
Jacques Lucke
5c3d215bfc Fix: Geometry Nodes: support Material Selection node for curves
The material handling on curves was not super strong yet because there was not a
lot of need for it. However, now with Grease Pencil it's much more likely that
material selections are used on curves.

The patch is larger than one might expect at first, because we have to pass more
information into the field context in many places, because the materials are
stored on `Curves` and not `CurvesGeometry`.

Related to #128109.

Pull Request: https://projects.blender.org/blender/blender/pulls/128182
2024-09-26 16:22:06 +02:00
Nathan Vegdahl
124bae5a4d Fix: use action_treat_as_legacy() where appropriate
Previously we were using a bespoke hodgepodge of
`Action::is_action_legacy()` and `Action::is_action_layered()`,
sometimes in combination with checking for the Baklava feature flag,
when what we really meant is "Should this action be treated as legacy
or not?"

This commit changes the places where that's semantically what we meant
to use `action_treat_as_legacy()`. Some of those places were already
correct, using a compound conditional, but some of them weren't, and
thus were not always branching correctly. For those latter cases,
this commit is a bug fix.

Importantly, not all uses of bare `Action::is_action_legacy()` or
`Action::is_action_layered()` are semantically incorrect: there are many
places where that is the right thing to do. This commit takes care not
to touch those places.

Pull Request: https://projects.blender.org/blender/blender/pulls/128174
2024-09-26 15:16:56 +02:00
Campbell Barton
381898b6dc Refactor: move BLI_path_util header to C++, rename to BLI_path_utils
Move to a C++ header to allow C++ features to be used there,
use the "utils" suffix as it's preferred for new files.

Ref !128147
2024-09-26 21:13:39 +10:00
Jacques Lucke
6810084a47 Attributes: improve API to iterate over attributes
This improve the API in multiple aspects:
* No need for an additional `lookup` call to get the current attribute. This
  would internally iterate over all attributes again. This leads to O(n^2)
  behavior. Note that there are still other reasons for O(n^2) behavior when
  processing attributes (where n is the number of attributes).
* Remove the need to return a value from the iteration code to indicate that the
  iteration should continue. This is now the default behavior. The iteration can
  still be stopped by calling `iter.stop()`.
* Easier access to `is_builtin` property.
* Iterator callback only has a single parameter instead of two (of which one is
  sometimes unused).

Pull Request: https://projects.blender.org/blender/blender/pulls/128128
2024-09-26 12:59:00 +02:00
Nathan Vegdahl
45085b2b0e Fix: cannot assign actions to IDs without animdata
This bug was introduced in #126561. The issue was that the UI action
selectors no longer ensured that animdata existed before attempting
to assign an action, which would then cause the assignment to fail.
However, this was only the case in Blender builds without experimental
features, since the new Baklava code paths would otherwise be taken,
which *do* handle this correctly.

This fixes the issue by ensuring animdata in the non-experimental code
paths again.

Pull Request: https://projects.blender.org/blender/blender/pulls/128083
2024-09-26 12:34:41 +02:00
Aras Pranckevicius
596067ea35 Fix #125446: Video decoding artifacts with some video widths
Previous fix (b17734598d) tried to fix this, but it seems that
depending on CPU and video width, ffmpeg might need at least 64
byte alignment, even if CPU we're running on is only AVX2 (32 byte
alignment). That is because some other parts of ffmpeg code
statically pick 64 or 32 byte alignment internally, depending on whether
AVX512 support is even compiled in (even if CPU might not have it).

I have checked whether this does not negatively affect a platform where
SIMD alignment is always 16 (Mac), and it does not, everything works as
expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/128107
2024-09-26 08:50:48 +02:00
Campbell Barton
473bd60164 Cleanup: clarify arguments using const or r_ prefixed return args 2024-09-26 15:03:24 +10:00
Hans Goudey
90ec79992f Fix: Potential crash in mesh comparison tests with mismatched attributes
Currently we allow the before/after meshes to have different
sets of attributes. But then we compare all attributes in each
mesh anyway, regardless of whether they exist or not.
2024-09-25 15:22:19 -04:00
Bastien Montagne
22477956e2 Refactor: Move BPY main/public extern headers to proper C++ ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/128081
2024-09-25 18:04:33 +02:00
Lukas Tönne
12ef319a49 Support Menu sockets in the for-each-element zone
Adds support for the "Menu" socket type in for-each-element zones. This
only includes field inputs and their matching per-element values, but
not outputting attributes of type Menu (Menu attributes are not
generally supported at this point).

A dedicated enum propagation function is added for the zone input node.
This isn't technically necessary: the first 2 inputs and outputs should
be ignored but are not menus anyway. However, this is clearer and
provides a place for future changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/128106
2024-09-25 15:13:16 +02:00
Lukas Tönne
2459247f9f GPv3: Enable selection operators and overlays in vertex paint mode
Vertex paint mode also supports masking based on selection, so the
selection overlay and relevant operators should also be enabled in that
mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/128114
2024-09-25 12:40:46 +02:00
Campbell Barton
840c65f442 Cleanup: spelling in comments 2024-09-25 19:24:20 +10:00
Campbell Barton
c3b11fbfae Cleanup: correct outdated code comment 2024-09-25 19:24:18 +10:00
Sybren A. Stüvel
407e18ed47 Anim: upgrade action group handling code to new API
Upgrade the handling of action groups in various areas to the new Layered
Actions API.

No functional changes for legacy Actions.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128088
2024-09-25 09:36:18 +02:00
Sybren A. Stüvel
02ebab57da Anim: add layered Action support to BKE_animdata_transfer_by_basepath
Add explicit handling of slots to `BKE_animdata_transfer_by_basepath()`,
and modernise the code to use the new API.

No functional changes for legacy Actions.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128088
2024-09-25 09:35:33 +02:00
Sybren A. Stüvel
4159f60e46 Anim: Layered Action support in group handling in action_mirror.cc
Use the `animrig::legacy::channel_groups_all()` function to get action
groups in a way that's compatible with both legacy and layered Actions.

No functional changes for legacy Actions.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128088
2024-09-25 09:35:30 +02:00
Sybren A. Stüvel
11f750bc7f Anim: update BKE_action Action Group functions
In `BKE_action.hh`, update the Action Group related functions, so that
either they are legacy-only or can handle layered Actions as well.

Legacy-only functions not only are documented as such, but also assert
that the given Action is a legacy one.

No functional changes for legacy Actions.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128088
2024-09-25 09:35:27 +02:00
Sybren A. Stüvel
5524a06038 Anim: support layered Actions in BKE get/set active actiongroup functions
Add slotted/layered Action support to `get_active_actiongroup()` and
`set_active_action_group()`.

Note that there is still a bunch of code around that directly manipulates
the action group flags, instead of using these functions. That's for
another commit to address.

This commit also introduces the functions `action_treat_as_legacy()` and
`channel_groups_all(action)` utility functions in the `animrig::legacy`
namespace.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128084
2024-09-25 09:33:04 +02:00
Jacques Lucke
b8b497dcac Geometry Nodes: add Iteration socket to repeat zone
For most cases where the iteration index is needed, a For Each zone is the
better than using a Repeat zone. It's easier to use and more optimizable.
However, in some cases a Repeat zone is actually the right solution and the
index often useful in such cases too.

Pull Request: https://projects.blender.org/blender/blender/pulls/127521
2024-09-24 23:35:35 +02:00
Sybren A. Stüvel
3b87859204 Anim: Convert Grease Pencil conversion code to new Action API
Convert the Grease Pencil legacy converter code to the new layered
Action API.

Unfortunately this cannot just work on legacy Actions (and then rely on
the versioning to layered Actions we'll land soon), as the GP conversion
runs as the final step of the versioning process. This cannot be helped,
as the usual versioning is not allowed to create new IDs and this does.

Ref: #123424

Pull Request: https://projects.blender.org/blender/blender/pulls/128064
2024-09-24 17:28:35 +02:00
Lukas Tönne
23cd299ba7 GPv3: Selection support in Sculpt mode
Supporting selection operators and overlays in sculpt mode is necessary
to support masking operations.
This enables selection drawing in the overlay in sculpt mode,
and ensures all the necessary operators (pick, lasso, circle, box)
handle the differences in modes correctly.

The selection code so far was expecting object mode, so the `vc->obedit`
object was used without further checks. Now the selection code can be
called outside of edit mode, in which case the `vc->obact` object must
be used instead. Similarly edit mode and sculpt mode have separate
`selectmode` flags, so the correct mode property must be used from the
tool settings depending on the object mode. These changes require some
refactoring of unrelated selection code.

Pull Request: https://projects.blender.org/blender/blender/pulls/128040
2024-09-24 16:27:06 +02:00
Aras Pranckevicius
64feb05089 VSE: Multi-threaded video proxy downscaling
When building proxies at lower than 100% resolution, the video frame
downscaling step was single threaded, as found via #127956.

Make it use the same threaded sws_scale machinery that the usual video
decoding/encoding uses. Video encoding/decoding was only using it for
RGB<->YUV conversions, so source and destination sizes were always matching;
here it needs to have different source and destination sizes though.

Time taken to rebuild 50% proxy for a 4K resolution 1440 frames (1 minute)
long video file, on Ryzen 5950X (Win10/VS2022):

- Blender 4.2: 20.1 sec, CPU usage 30-40%.
- Blender 4.3 main: 13.1 sec (ffmpeg build has been fixed to use SIMD),
  CPU usage still 30-40% though.
- This PR: 8.3 sec, CPU usage ~95%.

Pull Request: https://projects.blender.org/blender/blender/pulls/128054
2024-09-24 12:47:41 +02:00
Bastien Montagne
e44fc3df06 Refactor: Modernize BlendfileLinkAppendContext and related link/append BKE code.
Mainly remove usages of BLI memarena and bitmap, and use owninh C++
containers instead. And replace pointers by references in some of the
internal functions parameters.

Pull Request: https://projects.blender.org/blender/blender/pulls/128041
2024-09-24 12:00:54 +02:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Julian Eisel
ebc4759df5 Fix #128053: Crash when using Ctrl for eraser in grease pencil draw mode
Default eraser wasn't initialized, mistake in a38c96b92c.
2024-09-24 11:46:49 +02:00
Sybren A. Stüvel
82e757e61d Replace BKE_fcurves_filter() with the new slotted Actions API
`BKE_fcurves_filter()` was only used by the Symmetrize Armature
operator, when dealing with Action Constraints on the bones.

`BKE_fcurves_filter()` is now removed, and has been replaced by the new
`animrig::fcurve_find_in_action_slot_filtered()`. It's functionally
pretty much the same, except that it returns a `Vector<FCurve *>`
instead of manipulating a `ListBase` parameter.

Because it's now implemented using an iterator in
`ANIM_action_iterators.hh` it didn't feel right to keep the function in
BKE.

No functional changes.
2024-09-24 11:26:09 +02:00