Commit Graph

96653 Commits

Author SHA1 Message Date
Omar Emara
c3cc8d2f6a Realtime Compositor: Implement Streaks Glare node
This patch implements the Streaks Glare node. Which is an approximation
to the existing implementation in the CPU compositor. The difference due
to the approximation is bearily visible in artificial test cases, but is
less visible in actual use cases. Since the difference is rather similar
to that we discussed in the Simple Star mode, the decision to allow that
difference would probably hold here.

For the future, we can look into approximating this further using a
closed form IIR recursive filter with parallel interconnection and
block-based parallelism. That's because the streak filter is already
very similar to the causal pass of a fourth order recursive filter,
just with exponential steps.

Differential Revision: https://developer.blender.org/D16789

Reviewed By: Clement Foucault
2022-12-19 10:08:59 +02:00
Omar Emara
67318b1977 Realtime Compositor: Implement variable size blur
This patch implements the variable size mode of the blur node. This is
not identical to the CPU implementation, but is visually very close.

That's because of two things. First, the Extend Bounds option introduces
a 2px offset that doesn't make sense, which is likely a bug in the CPU
implementation. Second, the CPU implementation approximate the result
using three passes, the first two of which are separable morphological
operators applied on the size input. But this approximation does not
provide an advantage because the last pass is non-separable anyways. So
the GPU implementation does not attempt this approximation for more
accurate and faster results.

Differential Revision: https://developer.blender.org/D16762

Reviews By: Clement Foucault
2022-12-19 10:04:03 +02:00
Hans Goudey
1eb90ee519 UI: Use vector instead of linked list for block button groups
This simplifies some memory management, ammortizes some of the many
small allocations when building UI layouts, and simplifies the code
that deals with the groups. `uiBlock` is no longer a trivial type.
In my testing this saved a few ms when drawing a large node tree.
2022-12-18 21:45:32 -06:00
Hans Goudey
7d7e90ca68 UI: Use vector instead of linked lists for context store
Duplicating context lists took a measurable amount of time when drawing
large node trees in the node editor. Instead of using a linked list of
entries, which results in many small allocations, use a vector. Also,
use std::string and StringRefNull instead of char buffers and pointers.
2022-12-18 19:13:15 -06:00
Hans Goudey
d59f6ffdcb Fix: Wrong const iterator type for blender::Vector 2022-12-18 18:35:40 -06:00
Hans Goudey
f0ac5e8aec Cleanup: Move context.c to C++ 2022-12-18 14:40:30 -06:00
Hans Goudey
50c7eb14f4 Fix T103321: NodeSocket.node is None in Node.copy callback
Tag the topology cache dirty before Python can do arbitrary things
in the RNA copy callback.
2022-12-18 14:06:43 -06:00
Joseph Eagar
8666791b2e Fix T103261: Undo after mask extract doesn't restore active object 2022-12-18 07:50:35 -08:00
Joseph Eagar
17e266cd55 Cleanup: make paint_init_pivot an api method.
I had forgotten about curves sculpt mode when I wrote
this function. It just initializes the viewport
pivot point to the evaluated object bounding box.
Should be used inside the mode entry function.
2022-12-18 07:20:12 -08:00
Joseph Eagar
0beb358a69 Fix T103198: Missing bounds check for material_index attr in texpaint
Texpaint now bounds checks material indices when looking up
materials, in case the user has corrupted the material_index
attribute somehow.  We may wish to report this to the user
somehow on entering texture paint mode.
2022-12-18 07:08:57 -08:00
Antonio Vazquez
8709a51fa9 Fix T103293: GPencil Multiframe Scale affects stroke thickness inversely
The problem was the falloff factor was applied directly
and in the thickness must be inversed. Now the thickess
is calculated using an interpolation.
2022-12-17 16:36:02 +01:00
Jacques Lucke
28511ac6cf Fix T103294: bring back modifyMesh function for geometry nodes modifier
This was removed inrBb1494bcea7b6bb608 under the assumption that
it is not needed anymore. Apparently it is, so this commit brings it back.
2022-12-17 14:46:15 +01:00
Jacques Lucke
c18055ba5c Cleanup: quiet warning 2022-12-17 11:51:12 +01:00
Campbell Barton
e07c5a14c9 Cleanup: sort cmake file lists 2022-12-17 16:00:40 +11:00
Campbell Barton
0cc573c8c4 Cleanup: white space around comment blocks 2022-12-17 15:58:30 +11:00
Campbell Barton
a0a7db9f70 Cleanup: duplicate words in comments 2022-12-17 14:11:11 +11:00
Campbell Barton
02c8ce449e License headers: add missing license identifiers 2022-12-17 14:04:34 +11:00
Campbell Barton
2ac6e26c25 Cleanup: cmake formatting 2022-12-17 13:33:27 +11:00
Campbell Barton
6797de4e10 Cleanup: spelling in comments 2022-12-17 13:15:33 +11:00
Campbell Barton
067fe443d8 Cleanup: consistent naming for normals
Use consistent naming for {vert/poly/loop/face}_normals.
2022-12-17 13:06:43 +11:00
Hans Goudey
4254810e50 Cleanup: Slightly refactor cancelling link drag operator
Clarify that the dragged links aren't stored in the tree, use a
separate function for cancelling vs. applying the links to the tree.
2022-12-16 14:43:44 -06:00
Hans Goudey
4352ac0558 Cleanup: Return early in node link operator, remove useless comments 2022-12-16 14:43:44 -06:00
Hans Goudey
c9288ab41f Cleanup: Remove redundant information from node link drag struct 2022-12-16 14:43:44 -06:00
Hans Goudey
a43e498878 Cleanup: Remove unnecessary node link flag
Links that are currently being dragged are now stored outside
of the node tree, so we don't need a flag to distinguish them
from "proper" links.
2022-12-16 14:43:44 -06:00
Jacques Lucke
5ffcd8779e Fix: socket tooltip not showing when there was no type conversion 2022-12-16 19:39:14 +01:00
Jacques Lucke
3aca0bc66a Geometry Nodes: simplify handling of invalid group interface sockets
Previously, the code tried to keep node groups working even if some of
their input/output sockets had undefined type. This caused some
complexity with no benefit because not all places outside of this file
would handle the case correctly. Now node groups with undefined
interface sockets are disabled and have to be fixed manually before
they work again.

Undefined interface sockets are mostly caused by invalid Python
API usage and incomplete forward compatibility (e.g. when newer
versions introduce new socket types that the older version does
not know).
2022-12-16 18:31:01 +01:00
Hans Goudey
6ced6c9545 Fix std::optional value() build error on older macOS SDK
Patch from @dupoxy

Differential Revision: https://developer.blender.org/D16796
2022-12-16 11:02:43 -06:00
Julian Eisel
ea731f42db Fix T103187: Opening node search menu is slow because of assets.
Avoid utility function call that would query the file system, this was a
bottleneck. The path joining was also problematic. See patch for more
details.

Differential Revision: https://developer.blender.org/D16768

Reviewed by: Jacques Lucke
2022-12-16 17:01:03 +01:00
Hans Goudey
d77a6849e6 Cleanup: Remove duplicate UV islands header
This code was duplicated from `pbvh_uv_islands.hh`,
which was the version that was actually used.
2022-12-16 09:43:57 -06:00
Christophe Hery
9e94135f17 Fix: Crash after mesh color attribute name commit
6514bb05ea missed a null check when accessing the active
and default color attribute names, since the CustomData API does not
do that check itself.
2022-12-16 09:43:57 -06:00
Charlie Jolly
bea5fe6505 Nodes: Add Exclusion color mix mode
Expands Color Mix nodes with new Exclusion mode.

Similar to Difference but produces less contrast.

Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.

Differential Revision: https://developer.blender.org/D16543
2022-12-16 15:42:41 +00:00
Campbell Barton
599c0db3ff Cleanup: indentation in CMake files 2022-12-16 23:47:35 +11:00
Jacques Lucke
c37e07bc01 Geometry Nodes: improve dot graph export of lazy function graph
* Dim default input values.
* Print default input values instead of type name.
* Add node/socket names to group input/output nodes.
2022-12-16 12:18:49 +01:00
Campbell Barton
ba89f640fe Fix T102792: Sculpt cursor jumps to random place
Restrict the condition under which paint cursors read use the cursor
location from the the operating-system.

This caused a glitch when dragging UI elements in painting context
popup. Since the paint cursor would display using mouse motion
which was clamped to the window center - an internal detail of hidden
cursor grabbing.

Now only read the cursor coordinates when clamped to a region which
is used for the transform cursor to stay visible even when the cursor
wraps around.
2022-12-16 18:40:17 +11:00
Campbell Barton
79a34758f5 Fix T103253: Infinite drag of number buttons is broken on WIN32
Recent reverting of changes to cursor grabbing intended to match
Blender 3.3 release. This is the case for 3.4x branch, however there is
an additional change to grabbing on WIN32 by Germano [0] which is a
significant improvement on old grabbing logic for Windows.
So instead of matching 3.3x behavior, restore logic that keeps
the cursor centered while grabbing & hidden.

This re-introduces T102792 issue displaying the paint-brush while
dragging buttons, this will have to be solved separately.

Re-apply [1] & [2], revert [3] & [4].

[4]: a3a9459050
[0]: 9fd6dae793
[1]: 4cac8025f0
[2]: 230744d6fd
[3]: 0240b89599
2022-12-16 18:38:22 +11:00
Campbell Barton
f2945f3895 UI: don't change mouse cursor while it's grabbed
The paint cursor was continuously set which meant hiding the cursor
while interacting with buttons would immediately show it again.

This exposed cursor warping.
2022-12-16 17:22:09 +11:00
Chris Blackbourn
0079460dc7 Fix T102923: replace zero check with epsilons with uv constrain to bounds
Small roundoff errors during UV editing can sometimes occur, most likely
due to so-called "catastrophic cancellation".

Here we set a tolerance around zero when using Constrain-To-Bounds and UV Scaling.

The tolerance is set at one quarter of a texel, on a 65536 x 65536 texture.

TODO: If this fix holds, we should formalize the tolerance into the UV editing
subsystem, perhaps as a helper function, and investigate where else it needs
to be applied.

Differential Revision: https://developer.blender.org/D16702
2022-12-16 17:26:24 +13:00
Chris Blackbourn
a6c30e1a0c Fix T103237: Prevent UV Unwrap from packing hidden UV islands
When migrating to the new packing API, pin_unselected was not
implemented correctly.

Regression from rB143e74c0b8eb, rBe3075f3cf7ce, rB0ce18561bc82.

Differential Revision: https://developer.blender.org/D16788

Reviewed By: Campbell Barton

Duplicated in blender-v3.4-release as rB3dcd9992676a
2022-12-16 16:59:22 +13:00
Chris Blackbourn
75c2e81103 Cleanup: format 2022-12-16 16:55:16 +13:00
Campbell Barton
841020dba2 Fix active/default color names not being editable
Revert [0] and enable the editable flag as the intent for [1] was that
these values would be editable.

[0]: e58f5422c3
[1]: 6514bb05ea
2022-12-16 12:33:15 +11:00
Damien Picard
edfef62371 Fix T103183: UV map name of mesh converted from curve is untranslated
Upon conversion, the newly-created UV map with default name "UVMap"
should be translated.

Reviewed By: mont29

Maniphest Tasks: T103183

Differential Revision: https://developer.blender.org/D16775
2022-12-16 09:47:56 +09:00
Campbell Barton
e58f5422c3 Cleanup: remove unused active name set callback functions 2022-12-16 10:50:18 +11:00
Hans Goudey
6514bb05ea Mesh: Store active & default color attributes with strings
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.

The design is described more here: T98366

The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).

The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.

The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.

Differential Revision: https://developer.blender.org/D15169
2022-12-15 14:21:35 -06:00
Hans Goudey
b1494bcea7 Geometry Nodes: Add error message when applying modifier with no mesh
If the resulting geometry from applying a geometry nodes modifier
contains no mesh, give an error message. This gives people something to
search and makes the behavior more purposeful.

Also remove the `modifyMesh` implementation from the geometry nodes
modifier, since it isn't necessary anymore. And remove the existing
"Modifier returned error, skipping apply" message which was cryptic
and redundant if applying returns an actual error message.

Resolves T103229

Differential Revision: https://developer.blender.org/D16782
2022-12-15 14:21:35 -06:00
Hans Goudey
ae886596a0 Nodes: Allow skipping node attachment after dragging
This patch allows skipping the automatic insertion of nodes on top of
links when the transform operator ends. When putting nodes into small
spaces this often gets in the way and wastes time. Now, when holding
`alt`, this is turned off.

The header text is also improved to add this shortcut and to remove
the Dx and Dy values and improve the formatting a bit.

Making this functionality optional might allow us to use it in more
places in the future, like for the nodes added by link-drag-search.

Differential Revision: https://developer.blender.org/D16230
2022-12-15 14:21:35 -06:00
Iliya Katueshenock
7608ebe44a Fix: ignore unavailable sockets linked to multi-input socket
Differential Revision: https://developer.blender.org/D16784
2022-12-15 19:33:13 +01:00
Jacques Lucke
6546113f1e Cleanup: fix warning 2022-12-15 17:31:14 +01:00
Hans Goudey
970f4c2f9f Cleanup: Various improvements to modifier apply operator
Use C++ casts, decrease variable scope, use references, use const.
2022-12-15 10:13:43 -06:00
Hans Goudey
bd04e80c09 Cleanup: Move mesh modifier apply function to editors module
The function was highly related to the apply modifier operator,
and only used once. This was too specific to be in the blenkernel,
especially in a mesh conversion file.
2022-12-15 10:13:43 -06:00
Nate Rupsis
51759e6595 Fix T101130: Scaling of NLA Strip Via S Hotkey Not Working
After switching over to using start_frame / end_frame, scaling an NLA strip didn't scale the strip, it just repeated the action.

Now withing the NLA transform code, we look for TFM_TIME_EXTEND / TFM_TIME_SCALE transform mode, and handle the update to strip scale accordingly
2022-12-15 08:59:52 -05:00