C-style callbacks often rely on `void` pointer arguments that are unsafe
because of the removed type. C++ functors allow passing arbitrary data
along the callback, plus convenient features like defining the callback
using a lambda.
Didn't port the `typedef` because it doesn't add much in this case, just
hides the type from the reader who has to look it up first.
Note that this function isn't used in the main branch currently.
This PR silences console output during statup phase of blender. During
startup logging isn't yet initialized and print statements where used.
Logging is initialized during the first construction of a Metal Context.
The console prints are now hidden by behind the '--debug-gpu' command
line option.
Pull Request: https://projects.blender.org/blender/blender/pulls/108593
- DRW_draw_region_engine_info:
- Remove duplicate line drawing for the last line.
- Remove string copying, pass the length to BLF_draw_default instead.
- Resolve a potential buffer overflow as the source string length was
used to define the destinations maximum size.
- CONSOLE_OT_paste:
- Remove the need to null-terminate each line.
- Buffer stepping uses const values
- console_line_insert no longer strips the string it inserts.
- CONSOLE_OT_insert:
- New lines in the middle of text now reports an error,
new lines at the end of text is stripped (as before).
Returning the pointer to the null byte when the character isn't found
is useful when handling null terminated strings that contain newlines.
This means the return value is never null and the line span always ends
at the resulting value.
While the multiscattering GGX code is cool and solves the darkening problem at higher roughnesses, it's also currently buggy, hard to maintain and often impractical to use due to the higher noise and render time.
In practice, though, having the exact correct directional distribution is not that important as long as the overall albedo is correct and we a) don't get the darkening effect and b) do get the saturation effect at higher roughnesses.
This can simply be achieved by adding a second lobe (https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf) or scaling the single-scattering GGX lobe (https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf). Both approaches require the same precomputation and produce outputs of comparable quality, so I went for the simple albedo scaling since it's easier to implement and more efficient.
Overall, the results are pretty good: All scenarios that I tested (Glossy BSDF, Glass BSDF, Principled BSDF with metallic or transmissive = 1) pass the white furnace test (a material with pure-white color in front of a pure-white background should be indistinguishable from the background if it preserves energy), and the overall albedo for non-white materials matches that produced by the real multi-scattering code (with the expected saturation increase as the roughness increases).
In order to produce the precomputed tables, the PR also includes a utility that computes them. This is not built by default, since there's no reason for a user to run it (it only makes sense for documentation/reproducibility purposes and when making changes to the microfacet models).
Pull Request: https://projects.blender.org/blender/blender/pulls/107958
Produce optimal layouts for `n` squares, where n == 11, 18, 19 and 26.
With thanks:
* Walter Trump
* Pertti Hamalainen
* Robert Wainwright
* Erich Friedman
The additional SocktType::VECTOR argument was being interpreted as flags,
which caused the OSL compiler to skip the input (since the Vector type enum
happens to align with the INTERNAL flag), which caused the OSL shader to
always use the hardcoded default absorption regardless of what was entered.
In the "All" mode, handle vertex group data separately from other
attributes, which allows copying all vertex groups at once. In a file
with 172 vertex groups, the node became about 12 times faster, from
25.8 to 2.2 ms. With fewer vertex groups the change will be smaller.
Theoretically a similar optimization would work elsewhere, but ideally
we would have a more generalized concept of sparsely stored attributes
first. In the meantime this is a simple way to improve some common
rigging use cases.
Change the active area along the perimeter of frame nodes to have a more
consistent width independently of the zoom level so frame nodes can more
easily be grabbed and resized when zoomed out.
Pull Request: https://projects.blender.org/blender/blender/pulls/108359
Prevent make links operator from creating links to sockets that are
already linked to a muted link.
The `SOCK_IS_LINKED` flag is used to check if there already is a link
connecting to the socket but when the link is muted, the flag wasn't set
leading to issues in parts of the code that used the flag to check
for any type of connected link.
This commit now also sets `SOCK_IS_LINKED` when links are muted and
adds an additional check in places where different behavior is expected
for muted links.
Pull Request: https://projects.blender.org/blender/blender/pulls/108375
Fix node link insertion during transform not working properly for
rotation and scale.
Inserting nodes by rotating or scaling...
* ...didn't offset the attached nodes.
* ...could lead to unfreed memory.
This commit fixes that by always calling the `NODE_OT_insert_offset`
operator at the end of the node transform operator rather than having
to explicitly append it into a macro operator for each transform
operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/107460
This commit implements a new modifier key (`B`) for the transform
operators.
This new key allows changing the 'Snap Base' of a transform by snapping
it to a defined point in the scene.
Ref #66424
# Implementation Details
- This feature is only available in the 3D View.
- This feature is only available for the transform modes:
- `Move`,
- `Rotate`,
- `Scale`,
- `Vert Slide` and
- `Edge Slide`.
- The `Snap Base Edit` is enabled while we are transforming and we
press the key `B`
- The `Snap Base Edit` is confirmed when we press any of the keys:
`B`, `LMB`, `Enter`
- During um operation, if no snap target is set for an element in the
scene (Vertex, Edge...), the snap targets to geometry Vertex, Edge,
Face, Center of Edge and Perpendicular of Edge are set automatically.
- Constraint or similar modal features are not available during the
`Snap Base Edit` mode.
- Text input is not available during the `Snap Base Edit` mode.
- A prone snap base point is indicated with an small cursor drawing.
Pull Request: https://projects.blender.org/blender/blender/pulls/104443
The solution using `reverse_index_array` didn't work because it lost the
order that the corners were processed in (the order around the vertex).
This is important when setting custom normals because the process
sets sharp edges when the normal of the current and previous corner
is too different.
Parallelize the conversion of an edge selection to a vertex selection,
which makes it approximately twice as fast (0.6 ms -> 0.3 ms).
In another test the whole node operation became about 17% faster,
from 6.9 to 5.9ms. This only applies to the "All" mode with the
edge selection domain.
Similar to 3d209d1619
Pull Request: https://projects.blender.org/blender/blender/pulls/108541
`applyTrackballMatrix` was unused after c4a4a89ef5.
Trackball supports `transform_matrix_fn` although currently not being
used.
This callback is used in the drawing of gizmos.
Because of how the Clip Editor managed region state for different view
modes before region polls were introduced (fa0f295b53), regions could be
written to files in a state that's not valid for displaying them. State
for clip editors written to files is corrected with versioning now.
Freeze frames can be added now using retiming tool with no need to hold
splitting strips or using hold offsets. To use this feature, add
retiming handle where you want to freeze the frame, hold ctrl key and
drag the handle. It is not possible to freeze frame of transition handle
and it is not possible to add transition to or from freeze frame.
Retiming system would handle these cases, but they are not useful in
practice.
When freeze frame is created, start handle of frozen segment is flagged
as `FREEZE_FRAME`. Most handling is similar to `SPEED_TRANSITION`
type handle. For evaluation, there is no special case for this type, as
it's just 2 handles with same `retiming_factor` value. It is possible to
recreate this behavior without using freeze frame feature by adding
handle between 2 consecutive content frames, but this would not be
recognized by UI or treated as freeze frame segment/handle.
Eventually this feature should replace hold offsets, leaving `Sequence`
struct with single offset type, see PR 105620 for reference.
The user count decrement and unassigning the action were split
between two different conditionals, which weren't guaranteed
to both execute/not-execute together.
In the specification of validation layers it is mentioned that
the messenger should always return VK_FALSE. When this isn't the
case VK_ERROR_VALIDATION_FAILED_EXT will be returned and the
API command will fail.
This PR will always return false.
Pull Request: https://projects.blender.org/blender/blender/pulls/108545
Objects were excluded from the ID operation, as originally they had
their own entry in their own menu. Joys of nightmare tools handling in
the Outliner...
This PR adds basic overlay support for `OB_GREASE_PENCIL`.
Currently it only renders the points and their selection status based on the ".selection" attribute.
Pull Request: https://projects.blender.org/blender/blender/pulls/108511