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
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
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.
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.
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.
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.
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).
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
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
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.
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
The paint cursor was continuously set which meant hiding the cursor
while interacting with buttons would immediately show it again.
This exposed cursor warping.
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
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
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
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
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
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
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.
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