The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
Recently this was inlined [0] however the purpose of this define is to
allow for the method of setting the value to be changed.
It also means the hack doesn't have to be explained whenever it's used.
Move the BEZKEYTYPE to DNA, update it's doc-string and restore the
original comment.
[0]: fd3629b80a
The Realtime compositor currently relies on the GPU cache in image IDs.
That cache only supports single layer images, so multi-layer images will
be acquired without a cache, introducing significant IO bottlenecks for
the GPU compositor.
This patch ignores the image GPU cache and stores the images in the
static cache manager of the compositor. Draw data was introduced to the
image ID for proper cache invalidation, like other IDs such as masks.
The downside is that the cache will no longer be shared between EEVEE
and the compositor. But realistically, images are not typically shared
between materials and compositors.
This is just a temporary solution until we have proper GPU storage
support for image buffers.
Pull Request: https://projects.blender.org/blender/blender/pulls/115511
Update code examples to current C++ style. Change formatting
slightly to use more columns. Rewrite secions to be more explicit
and precise. Avoid cryptic / uncommon code in examples. Finding
real edges in particular is never inlined, we just use the function
for it.
This de-duplicate some passes in the raytracing
pipeline and make it more ready for adoption
of arbitrary closure evaluation. This last part
means the removal of some per closure type
options.
The put in common the tile classification step
that is now done only once for all 3 closure
type. Also add some speedup to the tile
compaction phase that is now only twice
faster.
The horizon-scan setup was also de-duplicated
and run only if needed, which can save up to
0.5ms is complex scenes.
However, this moves the max-roughness and and
resolution scaling to a common parameter.
This is to be able to support arbitrary closure
evaluation where multiple closure with conflicting
parameters could be evaluated in one tracing pass.
Pull Request: https://projects.blender.org/blender/blender/pulls/116009
Adds initial support for File Handler registration with the python API
for design task #68935. File Handlers will allow developers to associate
additional UI behavior and capability to operators traditionally used
only within the file browser.
The initial commit should have no user visible changes, but will serve
as the foundation for providing file drag & drop capabilities to
operators that can manage files (#111242).
See the PR for an example of python usage.
See design task #68935 for remaining work to be explored in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/112466
For context, see 6d09fa3577. Overall, these values were still
written in some cases, but never used. Nowadays the viewer node and
attribute overlays give even better answers to these needs.
This PR adds the drawing placement modes from GPv2.
The drawing placement defines the depth (origin, view, surface, etc.) and a plane (view, cursor, xz, etc.).
This introduces a new helper class `DrawingPlacement` that does all of the internals to find the correct projection and just exposes a simple function to project from screen space to the drawing plane/surface.
Note: Drawing on other strokes currently doesn't work, because GPv3 can't be rendered to image yet. We use the depth buffer of the grease pencil render result to find the right depth.
Pull Request: https://projects.blender.org/blender/blender/pulls/115602
This is in preparation for eventual hierarchical bone collections.
The motivation here is that this will allow us to efficiently specify
children as an index range, which would be inefficient with a listbase
due to the list traversal overhead incurred for index-based look ups.
We're still saving to blend files as a list base for forwards compatibility
with Blender 4.0, but storing as an array at runtime for efficient indexing.
This should not result in any user-visible changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115354
Changes:
- Renamed Split Viewer Node to Split Node
- Split Node is now under `Utilities` (similar to Switch node)
- Versioning: split viewer from 4.0 and before is replaced with the new split node connected to a new viewer node.
Pull Request: https://projects.blender.org/blender/blender/pulls/114245
- CTX_wm_region(C) must be NULL checked as it's not checked in the
poll function.
- Add back the removed flag, note it's dirty.
- Replace ternary operators with min/max.
The new grid socket (#115270) will make these nodes obsolete and
provide more elegant ways of implementing the features. Removing
these nodes now to clean up and make future changes simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/115567
The `paint_init_pivot` calculates the `location` based
on the midpoint of the bounds of the object. For grease pencil
the bounds depend on the current frame (for original data).
This fixes the issue by making the `bounds_min_max` function
dependent on the `frame` and by introducing a `bounds_min_max_eval`
for evaluated data.
When pressing `I` in the viewport, the colors of the FCurve channels were no longer set correctly.
Caused by #113504
Fix by removing the flag that determined that in the first place,
and read straight from the user preferences. Then move the code
that sets the mode on the FCurve into the function that actually creates it.
For 99% of cases the code went to the user preference flag `AUTOKEY_FLAG_XYZ2RGB`
and if that was set, the `INSERTKEY_XYZ2RGB` would be set. The only case where this
was not from the user preferences was from custom keying sets.
There was an override flag for FCurve colors on custom keying sets.
I removed that with this patch since the use case is not apparent
and custom keying sets are hardly used.
Pull Request: https://projects.blender.org/blender/blender/pulls/115297
While it may have been working from a practical PoV (not certain though,
since some bug would prevent clearing runtime data when writing embedded
Scene collection in current code), this is semantically wrong.
The owner of an embedded ID is a critical piece of information in
Blender data structure and ID management code. Having it written in
.blend files is also a potential good source of data for investigating
issues.
Further more, this handling of `owner` ID data is somewhat generic now
in ID management, so if this data should be considered runtime, then the
change should also be made in NodeTree and Key IDs.
This commit partially reverts 44dd3308a5, in the future I'd like to
be involved in the review of changes affecting ID management.
NOTE: fix for embedded collection runtime data not being cleared on
write will be committed separately.
No functional changes.
Rename the `eAutokey_Flag` to `eKeyInsert_Flag`
to indicate that it is not only used for auto keying.
Also rename the enum items to better reflect what they are used for.
Pull Request: https://projects.blender.org/blender/blender/pulls/115295
Add an "Index Switch" node which is meant as a simpler version of
the "Menu Switch" from #113445 that doesn't allow naming items
or displaying them in a dropdown, but still allows choosing between
an arbitrary number of items, unlike the regular "Switch" node.
Even when the Menu Switch is included (which should be in the
same release as this), it may still be helpful to have explicit mapping
of indices, and a fair amount of the internals can be shared anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/115250
Currently we have options to transfer the paint mask, face sets, and
color attributes to the new mesh created by voxel remesh. This doesn't
make use of the generic attribute design, where it would be clearer to
transfer all attributes with the same methods. That's reflected in the
code as well-- we do duplicate work for the mask and vertex colors, for
example.
This commit replaces the transfer options with a single checkbox for
all attributes. All attribute types on all domains are transferred with
basically the same method as the "Sample Nearest" node from geometry
nodes-- they take the value from the nearest source element of the same
domain. Face corners are handled differently than before. Instead of
retrieving the mixed value of all the corners from the nearest source
vertex, the value from the nearest corner of the nearest face.
---
Some timing information, showing that when interpolating the same
data, the attribute propagation is significantly faster than before.
Edge and corner attributes would add some cost (edges more than
corners), but might not always be present.
Before
```
voxel_remesh_exec: 3834.63 ms
BKE_shrinkwrap_remesh_target_project: 1141.17 ms
BKE_mesh_remesh_reproject_paint_mask: 689.35 ms
BKE_remesh_reproject_sculpt_face_sets: 257.14 ms
BKE_remesh_reproject_vertex_paint: 54.64 ms
BKE_mesh_smooth_flag_set: 0.15 ms
```
After
```
voxel_remesh_exec: 3339.32 ms
BKE_shrinkwrap_remesh_target_project: 1158.76 ms
mesh_remesh_reproject_attributes: 517.52 ms
```
Pull Request: https://projects.blender.org/blender/blender/pulls/115116
This add the displacement option to EEVEE materials.
This unifies the option for Cycles and EEVEE.
The displacement only option is not matching cycles
and not particularly useful. So we decided to not
support it and revert to displacement + bump.
Pull Request: https://projects.blender.org/blender/blender/pulls/113979
This uses the principles outlined in
Screen Space Indirect Lighting with Visibility Bitmask
to compute local and distant diffuse lighting.
This implements it inside the ray-tracing module as a fallback when the
surface is too rough. The threshold for blending between technique is
available to the user.
The implementation first setup a radiance buffer and a view normal
buffer. These buffer are tracing resolution as the lighting quality is
less important for rough surfaces. These buffers are necessary to avoid
re-projection on a per sample basis, and finding and rotating the
surface normal.
The processing phase scans the whole screen in 2 directions and outputs
local incomming lighting from neighbor pixels and the remaining
occlusion for everything that is outside the view.
The final steps filters the result of the previous phase while applying
the occlusion on the probe radiance to have an energy conserving mix.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114259
When animators want to key something in the viewport,
the code needs to know *which properties* should be keyed of that selected thing.
So far that was done with keying sets, and a pop-up that let's
you choose the keying set to use. You can get rid of the popup by
choosing a keying set ahead of time. But that is also not always desirable.
That pop-up is quite confusing and gives way too many options.
To simplify this process this PR adds a User Preference option to choose one or more of:
* Location
* Rotation
* Scale
* Rotation Mode
* Custom Properties
Now whenever the `I` key is pressed in the viewport,
and no keying set is enabled, it reads the preferences for which channels to insert.
# User Facing changes
* The popup will not be shown when pressing the hotkey,
but you can still explicitly use keying sets by going to the menu
* Which channels are keyed is defined by a User Preference setting under animation
* when a keying set is used explicitly, the User Preference settings are ignored
Part of #113278
Pull Request: https://projects.blender.org/blender/blender/pulls/113504
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.
The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`
Pull Request: https://projects.blender.org/blender/blender/pulls/115119
Avoid the need to call the separate `BKE_mesh_wrapper_minmax` function
that dealt with the edit mesh wrapper. This makes the API inconsistent,
since other mesh functions don't implicitly deal with the wrapper.
But the bounds are a bit of a special case anyway in regard
to the GPU subdivision wrapper already, and this is much more
convenient in the rest of the refactors for #96968.
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.
Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.
The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.
The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.
The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.
Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.
Pull Request: #111187
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.
Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it
Pull Request: https://projects.blender.org/blender/blender/pulls/113957
Extend node tools to display tool assets in object mode as well
as edit and sculpt modes. For consistency with existing Blender
design, selection cannot be set and is just "true" in object mode
because it can't be visualized. The visibility of tools can be
customized per object type in object mode as well.
See #101778
Pull Request: https://projects.blender.org/blender/blender/pulls/114819
For improving performance in the triangulate node (#112264), it's
helpful to know whether the mesh has edges or faces that overlap
each other. If that is known to be false, the node can skip edge de-
duplication.This might apply to the future "Replace Faces" node too.
This information is stored as a flag on the mesh and set in various
places that create "clean" new meshes. It isn't calculated lazily unlike
other other areas, because the point is to improve performance, and
the calculation probably isn't faster than the duplication check it's
meant to replace.
Pull Request: https://projects.blender.org/blender/blender/pulls/113205
This patch adds support for full precision compositing for the Realtime
Compositor. A new precision option was added to the compositor to change
between half and full precision compositing, where the Auto option uses
half for the viewport compositor and the interactive render compositor,
while full is used for final renders.
The compositor context now need to implement the get_precision() method
to indicate its preferred precision. Intermediate results will be stored
using the context's precision, with a number of exceptions that can use
a different precision regardless of the context's precision. For
instance, summed area tables are always stored in full float results
even if the context specified half float. Conversely, jump flooding
tables are always stored in half integer results even if the context
specified full. The former requires full float while the latter has no
use for it.
Since shaders are created for a specific precision, we need two variants
of each compositor shader to account for the context's possible
precision. However, to avoid doubling the shader info count and reduce
boilerplate code and development time, an automated mechanism was
employed. A single shader info of whatever precision needs to be added,
then, at runtime, the shader info can be adjusted to change the
precision of the outputs. That shader variant is then cached in the
static cache manager for future processing-free shader retrieval.
Therefore, the shader manager was removed in favor of a cached shader
container in the static cache manager.
A number of utilities were added to make the creation of results as well as
the retrieval of shader with the target precision easier. Further, a
number of precision-specific shaders were removed in favor of more
generic ones that utilizes the aforementioned shader retrieval
mechanism.
Pull Request: https://projects.blender.org/blender/blender/pulls/113476
Remove `Material > Shadow Mode` and use `Object > Shadow Ray Visibility`
and `Material > Transparent Shadows` instead.
The versioning system auto-updates objects/materials in EEVEE
scenes so their behavior is as close as possible to the previous one.
Update Cycles to use the native `use_transparent_shadow` property.
Note:
Material changes don't set any `recalc` flag on the objects that use
them, so the EEVEE Next shadow maps don't update when changing
settings/nodes.
Fixing this issue is required for 4.1, but it's out of the scope of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/113980
Also remove const for non-pointer arguments which is meaningless in
the declaration, move a scene enum to the "enums.hh" header, and add
missing forward declaration of structs.
This adds a new way of computing occlusion using visibility bitmask. To
make it more algorithm agnostic, we name it horizon scan.
This cleans-up / simplify the code compared to the Horizon based solution.
There is no more trickery for fading influence of distant samples which
makes the result match cycles closer.
This introduces a new thickness option. Maintaining it relatively low
makes it possible to avoid over occlusion because of in front geometry.
Making it too low will cause under occlusion.
Related #112979
Pull Request: https://projects.blender.org/blender/blender/pulls/114150
Adds a new scene tool setting `use_grease_pencil_multi_frame_editing`.
The `foreach_*_drawing` functions are moved to the `ed::greasepencil` namespace in the editor, since they are now context sensitive and depend on the toolsetting. They are now named `retrieve_editable_drawings` and `retrieve_visible_drawings` and return
an array of drawings instead of calling a callback function.
Pull Request: https://projects.blender.org/blender/blender/pulls/114283
* Add viewport display support for Sphere and Plane probes.
* Make all probe display options per object instead of per scene.
(Uses the already existing `LIGHTPROBE_FLAG_SHOW_DATA`
and adds a new `data_display_size ` property to the `LightProbe` DNA)
* Python `show_data` property has been deprecated and renamed to
`use_data_display` (`data_display_size ` has been exposed as well).
Pull Request: https://projects.blender.org/blender/blender/pulls/114176
Changes to edit mode mesh overlays, use hue shift instead of color
fading/darkening for selection mode visual differentiation, and some
theme changes to improve the display of mesh edges and faces with good
selection visibility.
- Removed "edge" toggle from edit mode overlays panel.
- No longer halves the edge and face alpha depending on selection mode.
Half the face alpha in wire-frame mode. For better visibility on most
themes.
Ref !111431