Commit Graph

93244 Commits

Author SHA1 Message Date
Bastien Montagne
acdc043c30 Revert "Revert "LibOverride: Handle dependencies in both directions in partial override cases.""
This reverts commit rB31d80ddeaad, and fixes issue introduced in rBf0b4aa5d59e3
by not doing the 'reversed dependency check' in resync case.

Rational here are:
* Supporting reversed dependency in a reliable, coinsistent way in
  resync is likely to be a nightmare, if even possible at all.
* Needs for such reversed dependency in resync should be close to 0% of
  cases, as long as users remain reasonable with their organization of
  their assets (it could only become a problem in extreme bad practice
  and corner cases, like a geometry object being added as a child of a
  rig in a completely new, otherwise un-overridden collection, in
  partial override context).

This decision may need to be re-evaluated later in case we go more
towards a very highly partial-override  workflow, but even then I would
expect current solution to work fine in all reasonable use cases.
2022-06-30 10:33:09 +02:00
Sergey Sharybin
edbf04ff37 Fix T99290: Wrong color management of plane track image preview
Always consider images as "View as Render" for the plane track image drawing.
2022-06-30 10:24:33 +02:00
Iyad Ahmed
5c726dd4ef Fix C++ STL importer unused function result warning
Fix unused function result warnings for usages of `fread` in the C++
.stl importer, by actually using the returned error code.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D15189
2022-06-30 10:14:08 +02:00
Joseph Eagar
c39e932631 Fix T99196: sculpt_update_object calls paint updates for nonpaint tools
Specifically BKE_texpaint_slots_refresh_object was being called, which
causes cycles to reset at strange times (like moving the mouse cursor
in pose, boundary and various other tools).

This (along with some code that checks if the pbvh pixels need
to be rebuilt) is only run if is_paint_mode (which used to be
needs_colors) is true.
2022-06-29 23:31:08 -07:00
Joseph Eagar
2185943235 Sculpt: Fix a few bugs revealed by SCULPT_TOOL_NEEDS_COLOR name change
* Color attributes are no longer auto-created when painting an image.
* Workbench shading type is no longer automatically changed to
  Attribute for image paint.
2022-06-29 23:22:06 -07:00
Joseph Eagar
f7c6d3705d Cleanup: Renamed SCULPT_TOOL_NEEDS_COLOR to SCULPT_tool_is_paint
Old name is confusing since SCULPT_TOOL_PAINT can paint
on images too, and it's planned for smear to as well.
2022-06-29 23:11:24 -07:00
Joseph Eagar
3cefa13770 Fix T98886: PBVH_GRIDS ignores face smooth flag on first gpu build 2022-06-29 21:05:21 -07:00
Campbell Barton
feeb8310c8 Cleanup: format 2022-06-30 12:14:23 +10:00
Campbell Barton
b6c28002ac Cleanup: spelling in comments 2022-06-30 12:14:22 +10:00
Campbell Barton
209f2b85d7 Cleanup: quiet warning, remove punctuation in description 2022-06-30 12:14:20 +10:00
jon denning
011327224e Transform Snap: nearest face snap mode, snapping options, refactoring.
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.

The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).

The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.

The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.

The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.

Included in this patch:

- Snap target selection is more controllable for artist with additional
  snapping options.
- Renamed a few of the snap-related functions to better reflect what
  they actually do now. For example, `applySnapping` implies that this
  handles the snapping, while `applyProject` implies something entirely
  different is done there. However, better names would be
  `applySnappingAsGroup` and `applySnappingIndividual`, respectively,
  where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
  the nearest target before transforming can be determined(for "Snap to
  Same Object"), and so the transformation can be broken into smaller
  steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
  function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
  should be called "Project onto Active" instead, but that only matters
  when editing multiple meshes at the same time. This patch makes this
  change in the UI.

Reviewed By: Campbell Barton, Germano Cavalcante

Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
Hans Goudey
0ea282f746 Geometry Nodes: Only calculate mesh to volume bounds when necessary
In "size" voxel resolution mode, calculating the bounds of the mesh to
volume node's input mesh isn't necessary. For high poly this can take
a few milliseconds, so this commit skips the calculation unless we need
it for the "Amount" mode.

Differential Revision: https://developer.blender.org/D15324
2022-06-29 12:28:08 -05:00
Aleksi Juvani
4593fb52cf Geometry Nodes: UV Unwrap and Pack Islands Nodes
This commit adds new Unwrap and Pack Islands nodes, with equivalent
functionality to the existing Unwrap and Pack Islands operators. The
Unwrap node uses generic boolean attributes to determine seams instead
of looking at the seam flags in the mesh geometry.

Unlike the Unwrap operator, the Unwrap node doesn't perform aspect
ratio correction, because this is trivial for the user to implement
with a Vector Math node if it is desired.

The Unwrap node implicitly performs a Pack Islands operation upon
completion, because the results may not be generally useful otherwise.
This matches the behaviour of the Unwrap operator.

The nodes use the existing Vector socket type, and do not introduce a
new 2D Vector type (see T92765).

Differential Revision: https://developer.blender.org/D14389
2022-06-29 12:25:46 -05:00
Martijn Versteegh
d23818fcd9 Attributes: Use attribute renaming function for generic mesh layers
The RNA API in rna_mesh.c has a function to rename generic customdata
layers. However for customdata layers which are attributes (i.e. not
specialized types) the attribute renaming function needs to be used,
as that can ensure unique names across domains.

Differential Revision: https://developer.blender.org/D15310
2022-06-29 11:36:46 -05:00
Hans Goudey
95964444c6 Cleanup: Clang tidy, unused variable warning 2022-06-29 10:57:28 -05:00
Erik Abrahamsson
1516f7dcde Geometry Nodes: Add Mesh To Volume Node
This adds a Mesh To Volume Node T86838 based on the existing modifier.
The mesh to volume conversion is implemented in the geometry module,
and shared between the node and the modifier.

Currently the node outputs a grid with the name "density". This may
change in the future depending on the decisions made in T91668.

The original patch was by Kris (@Metricity), further implementation
by Geramy Loveless (@GeramyLoveless), then finished by Erik Abrahamsson
(@erik85).

Differential Revision: https://developer.blender.org/D10895
2022-06-29 10:56:17 -05:00
Brecht Van Lommel
6b508eb012 Spreadsheet: display byte colors as scene linear floats
The compression as sRGB is mostly an implementation detail and showing the
integers does not make it clear what the actual values are that will be used
for computations in geometry nodes. This follows the general convention that
colors in Blender are displayed and edited in scene linear floats.

The raw sRGB bytes can still be viewed as a tooltip.

Ref T99205

Differential Revision: https://developer.blender.org/D15322
2022-06-29 17:08:50 +02:00
Yiming Wu
6dd8ceef2a LineArt: Shadow and related functionalities.
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
2022-06-29 22:54:29 +08:00
Arye Ramaty
2ac5b55289 UI: add tooltips for nodes to the shader node add menu
These are based on the descriptions from the manual, with various changes.

Differential Revision: https://developer.blender.org/D15309
2022-06-29 16:19:24 +02:00
Antonio Vazquez
b708f45922 Fix T99248: GPencil Sculpt Grab/Push don't work with one point
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.
2022-06-29 16:07:13 +02:00
Clément Foucault
a5ac0375b0 Fix T98697: EEVEE: Regression: Missing custom property from volumetrics
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.
2022-06-29 14:12:03 +02:00
Clément Foucault
45fb7a1db5 Fix T98825: EEVEE: Regression: Buffer overflow in sample name buffer
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.
2022-06-29 14:12:03 +02:00
Clément Foucault
4a9f60ecd2 Fix T99104: EEVEE: Regression: Crash when using Light Output in Materials
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.
2022-06-29 14:12:03 +02:00
Clément Foucault
40f40e9931 Fix T99128: EEVEE: Regression: Pixelated Environment Texture
Use view position to retreive world space direction to retain float
precision.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00
Clément Foucault
70c6beeafb Fix T99138: EEVEE: Regression: World volume shader incorrect texture coords
The ORCO property was not being properly initialized in this case.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00
Campbell Barton
087e95d0fe Cleanup: correct type for sequencer SWAP macro 2022-06-29 22:02:04 +10:00
Xavier Hallade
a02992f131 Cycles: Add support for rendering on Intel GPUs using oneAPI
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>
2022-06-29 12:58:04 +02:00
Richard Antalik
302b04a5a3 VSE: Improved Retiming system
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.
2022-06-29 12:48:34 +02:00
Jacques Lucke
c51b8ec863 BLI: add Vector.append_and_get_index with rvalue parameter
This makes it possible to use this method with `std::unique_ptr`.
2022-06-29 12:07:02 +02:00
Campbell Barton
43b65150ed Fix uninitialized memory use in key-down events on window activation 2022-06-29 18:21:36 +10:00
Jeroen Bakker
66f826ae85 Benchmark: Add eevee viewport playback tests.
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
2022-06-29 07:55:51 +02:00
Joseph Eagar
eaec01cad5 Sculpt: Fix backwards normals in PBVH_GRIDS raycasting
Winding order of grid quads was backwards.
2022-06-28 22:30:28 -07:00
Joseph Eagar
2d0877ed7e Fix T99231: Wrong anchored mode test for smear brush 2022-06-28 21:35:55 -07:00
Chris Blackbourn
3283bc6367 Cleanup(UV): Remove unused parameter (no functional changes)
Prep for D15263
2022-06-29 13:14:39 +12:00
Chris Blackbourn
f32d7dd0c8 Cleanup(UV): Store nboundaries on pchart (no functional changes)
Prep for D15263
2022-06-29 12:31:16 +12:00
Chris Blackbourn
e1dc54c8fc Cleanup: Fix mul_v2_v2_ccw for repeated arguments (no functional changes)
Prep for D15263
2022-06-29 12:14:35 +12:00
Campbell Barton
45645936e9 Cleanup: spelling in comments 2022-06-29 09:40:16 +10:00
Chris Blackbourn
c0e4532331 Fix T78394: In UV Editor, UV Unwrap respects selection
Differential Revision: D14945
2022-06-29 10:57:41 +12:00
Hans Goudey
2d18dd9309 Fix: Use distance unit for points node radius input 2022-06-28 16:03:04 -05:00
Hans Goudey
1c61db5346 Fix: Flush mode to evaluated object when exiting curves sculpt mode
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.
2022-06-28 15:57:22 -05:00
Siddhartha Jejurkar
33be9c0885 Fix T98924: Skip saving selection properties for UV edge ring operator
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
2022-06-29 01:18:22 +05:30
Clément Foucault
e127182065 DRW: Curve: Fix wrong UBO alignment
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.
2022-06-28 18:48:39 +02:00
Clément Foucault
75ad435ceb Cleanup: GPUShader: Fix missing space in debug message 2022-06-28 18:48:38 +02:00
Clément Foucault
fde7d39051 Cleanup: DRW: Fix misnamed argument and add more info in a function doc 2022-06-28 18:48:38 +02:00
Germano Cavalcante
270ed1c716 Fix T98882: Regression: Gradient colors in a Grease Pencil material change depending on the visibility of other objects
The material ID was being wrongly passed in the shader.
2022-06-28 13:13:48 -03:00
Richard Antalik
b585872450 Fix frame_final_start/end strip property not setting handle position
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.
2022-06-28 15:58:08 +02:00
luzpaz
4d982cbb5d Cleanup: fix various typos
Differential Revision: https://developer.blender.org/D15304
2022-06-28 15:56:16 +02:00
Jacques Lucke
c96f2778f0 Fix: sampling points on mesh surface generates too many points 2022-06-28 13:13:41 +02:00
Jacques Lucke
dfea5e24ad BLI: add kdtree range search method that accepts c++ lambda
This is easier to use in C++ code compared to passing a function
and user-data separately.
2022-06-28 13:13:41 +02:00
Sergey Sharybin
c1ffea157c Mask editor: Always use smooth drawing
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
2022-06-28 10:55:45 +02:00