This patch includes the full shadow functionality for LineArt:
- Light contour and cast shadow lines.
- Lit/shaded region selection.
- Enclosed light/shadow shape calculation.
- Silhouette/anti-silhouette selection.
- Intersection priority based on shadow edge identifier.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D15109
There were two problems:
1) The checking of the collision was not working with one point only.
2) For one point, the masking was checked always and if the masking was not activated, the stroke was skipped.
The resource binding were missing from the shading group
(`shgroup->uniform_attrs`), leading to no custom property UBO creation
(`drw_uniform_attrs_pool_update`) when issuing the drawcall,
resulting in a missing UBO bind.
The fix make sure to no duplicate the bindings by creating a simple
shader bind instead of a `GPUMaterial` bind.
Candidate for 3.2.1 corrective release.
This happened because of the false assumption that `std::array<char, 32>`
would be treated as a container and not relocate their content if the
`Vector` would grow. Replacing with actual object allocation fixes the
issue.
Candidate for 3.2.1 corrective release.
Using Light output is supported in Cycles. This patch adds support for it
and remove the crash in `ntree_shader_weight_tree_invert()` by treating
it as any other outputs.
Candidate for 3.2.1 corrective release.
This patch adds a new Cycles device with similar functionality to the
existing GPU devices. Kernel compilation and runtime interaction happen
via oneAPI DPC++ compiler and SYCL API.
This implementation is primarly focusing on Intel® Arc™ GPUs and other
future Intel GPUs. The first supported drivers are 101.1660 on Windows
and 22.10.22597 on Linux.
The necessary tools for compilation are:
- A SYCL compiler such as oneAPI DPC++ compiler or
https://github.com/intel/llvm
- Intel® oneAPI Level Zero which is used for low level device queries:
https://github.com/oneapi-src/level-zero
- To optionally generate prebuilt graphics binaries: Intel® Graphics
Compiler All are included in Linux precompiled libraries on svn:
https://svn.blender.org/svnroot/bf-blender/trunk/lib The same goes for
Windows precompiled binaries but for the graphics compiler, available
as "Intel® Graphics Offline Compiler for OpenCL™ Code" from
https://www.intel.com/content/www/us/en/developer/articles/tool/oneapi-standalone-components.html,
for which path can be set as OCLOC_INSTALL_DIR.
Being based on the open SYCL standard, this implementation could also be
extended to run on other compatible non-Intel hardware in the future.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D15254
Co-authored-by: Nikita Sirgienko <nikita.sirgienko@intel.com>
Co-authored-by: Stefan Werner <stefan.werner@intel.com>
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
This commit adds the ability to test Eevee viewport playback performance tests.
Tests should be placed in `lib/benchmarks/eevee/*/*.blend`. {rBL62962} added
initial test files. See https://wiki.blender.org/wiki/Tools/Tests/Performance how
to set it up.
To record the playback performance the test start the viewport playback, and adds
a post frame change handler.
This handler will go over the next steps:
* Ensures the viewport is set to rendered mode.
* Wait for shaders to be compiled. Utilizes `bpy.app.is_job_running` function when
available (v3.3) to wait for shader compilation to finish. When not available will wait
for one minute.
* Draw several warmup frames
* Record for 10 seconds tracking the number of frames drawn and performance counters.
* When ready print the result to the console. The results will be extracted when the
benchmark has run.
## Example report
```
master v3.0 v3.1 v3.2
T88219 0.0860s 0.0744s 0.0744s 0.0851s
blender290-fox 1.3056s 0.8744s 0.7994s 1.2809s
```
{F13232387}
Reviewed By: brecht, fclem
Maniphest Tasks: T99136
Differential Revision: https://developer.blender.org/D15302
Tagging the object for copy on write in order to change the mode on the
evaluated object was already done when entering sculpt mode, it should
happen when exiting sculpt mode as well.
Also use the message system to tag updates of the mode property.
This is commonly done for other "mode switch" operators. It's
best to be consistent here, though I don't know that lacking that
caused any issues.
Oversight in rB7724251af81f. Skip saving selection properties
for UV edge ring operator as it allows the operator to re-use
the value that was previously set using the key-map.
Reviewed By: campbellbarton
Maniphest Tasks: T98924
Differential Revision: https://developer.blender.org/D15214
This was preventing correct attribute rendering with multiple attributes.
Since the `CurveInfos` struct is used for data sharing between C++ and
GLSL and inside a UBO it needs to obey the `std140` alignment rules which
states that arrays of scalars are padded to the size of `vec4` for each
array entry.
This was a mistake in 17a773cdce - I did not notice existing set
function and assumed, that property set DNA directly.
Both get and set functions are now available and readonly flag is
removed.
The mask is expected to be always be displayed smooth, and the
option mainly existed for some legacy drivers. IF smooth drawing
causes issues it should be fixed in the drawing code, not as an
option in the interface.
Differential Revision: https://developer.blender.org/D15266
The camera frame (used for selection) was drawn outside the near
clipping plane in those cases.
This has been an issue before as seen in the following commits:
- rB6e7e6832e87
- rB33d322873e6
- rB4f9451c0442
Remaining issue was that the code which ensure the frame isn't behind
the near clipping plane was not taking into account the camera could be
scaled (in Z).
A caller of `BKE_camera_view_frame_ex` (namely
`OVERLAY_camera_cache_populate`) applies scale (also on the depth) which
does not play well with the way `BKE_camera_view_frame_ex` did it.
Now take Z scale into account.
Ref D15178
Selection of Python Console renders in front of the text.
Since the default theme uses a low opacity selection color,
it isn't obvious, but increasing alpha to 100% shows it clearly.
Ref D13111
In perspective mode the snap point direction needs to be taken into
account to define which side of the face is being looked at.
If there is no face under the mouse cursor, there is no direction
adjustment and the element normal will be used.
Since 7afcfe111a `startdisp` and `enddisp` fields are used as runtime
position storage for effect strips exclusively.
Use getter functon to return handle position and make properties read
only.
The `DEG_OB_COMP_TRANSFORM` and `DEG_OB_COMP_GEOMETRY` relations between
the **Domain** object and the **Flow**, **Effector** and **Force Field** objects
are added in the `updateDepsgraph` callback of the Fluid modifier, more
specifically in `DEG_add_collision_relations`.
The node linked to these components is the `POINT_CACHE` whose assigned
function is `BKE_ptcache_object_reset`.
So include the `eModifierType_Fluid` modifier in outdated cache checks.
Reviewed By: sergey, zeddb
Maniphest Tasks: T84369
Differential Revision: https://developer.blender.org/D15210
Use function `sequence_editor.display_stack(meta_strip)` to set
displayed timeline content.
To view top-level timeline, that does not belong to any meta strip, pass
`None` as argument.
Differential Revision: https://developer.blender.org/D12048
Variable frame rate (VFR) files have been difficult to work with.
This is because during sequential decoding, spacing between frames is
not always equal, but it was assumed to be equal. This can result in
movie getting out of sync with sound and difference between preview and
rendered image. A way to resolve these issues was to build and use
timecodes which is quite lengthy and resource intensive process. Such
issues are also difficult to communicate through UI because it is not
possible to predict if timecode usage would be needed.
With this patch, double buffer is used to keep previously decoded frame.
If current frame has PTS greater than what we are looking for, it is not
time to display it yet, and previous frame is displayed instead.
Each `AVFrame` has information about it's duration, so in theory double
buffering would not be needed, but in practice this information is
unreliable.
To ensure double buffer is always used, function
`ffmpeg_decode_video_frame_scan` is used for sequential decoding, even
if no scanning is expected.
This approach is similar to D6392, but this implementation does not
require seeking so it is much faster. Currently `AVFrame` is only
referenced, so no data is copied and therefore no overhead is added.
Note: There is one known issue where seeking fails even with double
buffering: Some files may seek too far in stream and miss requested
PTS. These require preseeking or greater negative subframe offset
Fixes: T86361, T72347
Reviewed By: zeddb, sergey
Differential Revision: https://developer.blender.org/D13583
It didn't make much sense to use the "Widget Label" font style here,
since this is just regular text, not labels for widgets. Checked with
@pablovazquez and we agreed on using the "Widget" font style instead.
Also fixes a mismatch where we used the "Widget Label" font style for
drawing, but the "Widget" font style for string width calculations.
Fixes T99207.
The fix is to ensure the filter for id type is run when displaying
assets from an Asset Library.
In the current implementation the id_type filter does not run if a blend
file is opened that also happens to be in an Asset Library directory. If
we have opened a blend file that is in an Asset Library directory, we
now use the same filtering check as for the "Current File" asset
library.
Differential Revision: https://developer.blender.org/D15284
Reviewed by: Julian Eisel
Changes to scrollbars so that they are always visible, but thin and
dim, and widen and become more visible as your mouse approaches.
See D6505 for details and examples.
Differential Revision: https://developer.blender.org/D6505
Reviewed by Campbell Barton