Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.
Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.
Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.
Differential Revision: https://developer.blender.org/D10235
Removes two unused --debug-gpu command line flags (unused as in, does nothing):
* `--debug-gpumem`: Unused since c08d847488, the info is now available in
the status-bar if enabled in the Preferences. Initially added in
fec317de8d.
* `--debug-gpu-shaders`: Unused since 216d78687d, double checked with
Clément, he says it's not that useful nowadays. Initially added in
fec317de8d.
Addresses T83954 and T83953.
Differential Revision: https://developer.blender.org/D10244
Reviewed by: Clément Foucault
This adds the ability to use all the math operations in the regular
utility "Math" node. The code is quite similar to the attribute vector
math node, with the simplification that the result is always a float.
Differential Revision: https://developer.blender.org/D10199
Use transform matrices instead of loc, rot, scale variables to store instance transforms.
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10211
This improves the fix introduced in rBdc8b31af578bfcf9f77dbce6d7b7da1006a3c8c1.
While it did not result in other bugs afaik, I thought it would be
good to make the fix more specific, in case some other code did
expect `layer->data` to be null. This updated fix checks for the
very specific case the fix was intended for.
This implements a new geometry node based on T84606.
It is the first node that generates a `VolumeComponent`.
Differential Revision: https://developer.blender.org/D10169
The default one is now UVs are smoothed, boundaries are kept sharp.
After some time of experimentation seems this is better default from
interoperability point of view.
This fixes distortion reported in T83470.
Differential Revision: https://developer.blender.org/D10111
The issue was that boolean custom data layers were not written to files,
because the dna struct name `bool` does not exist. Adding a struct that
just contains a `bool/uint8_t` does not seem to be possible, it looks like
the minimum dna struct size is 4 bytes.
The proposed solution has two parts:
1. Write the custom data layer using `BLO_write_raw` instead of
`BLO_write_struct_array_by_name`.
2. When loading a file, reinitialize any custom data layer that was
not saved correctly (this is just a fix for existing files).
Differential Revision: https://developer.blender.org/D10194
First step towards a better handling of relationships between IDs in
override context, especially when a resync is needed.
First, introduce a new flag to override operations,
`IDOVERRIDE_LIBRARY_FLAG_IDPOINTER_MATCH_REFERENCE`, for ID pointers.
It keeps track of whether an RNA ID pointer has been kept to its
'natural overriden ID' (in override hierarchy context), or has actually
been re-assigned to some other data-block.
Second, refactor how we deal with relationships between IDs in override
hierarchy code, especially in resync case. This will fixe several cases
listed in T83811, especially the case where an ID pointer to an existing
override needs to be updated to a new one due to a matching change in
linked data.
The `image_get_gpu_texture` didn't use the iuser->view_index but
recalculated the requested view again. This lead to inconsistent
behavior when switching between multi view textures or stereo textures.
This has been fixed by ensuring that the `iuser->view_index` is always
used.
An Image has only place to store 2 view textures. This is done for
right/left eye compositing. A multi view texture can have more views.
This would lead to reading and writing to unallocated space.
When a multiview texture is requested that is larger than 1. It will
always be cached as being the first eye. The `gpu_view` of the Image is
also used as a cache key to check this.
`bmain.relations` is used to store temp data of relations between IDs,
to speed-up some complex processes heavily relying on such information.
Previous implementation was failry unclear/confusing, and required a
not-so-nice hack to 'tag' some ID as processed.
New code changes as such:
* Using `from`/`to` naming (instead of `user`/`used`).
* More clear separation between `to` `id_pointer` and `from` one,
using an union instead of hacking around difference between `ID *` and
`ID **` pointers.
* Adds storage of `session_uuid` informations (mainly useful as
debug/ensuring proper consistency of data currently).
* Adds a structure per ID in the mapping. This enables possibility of
storing tags (and potentially more data in the future) per-ID,
without polluting the IDs themselves with very short-life info.
Differential Revision: https://developer.blender.org/D10164
Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
The Asset Browser is still considered an experimental feature right now. But it
can be enabled by default for alpha builds, to get further testing and
feedback. It will hopefully be a non-experimental feature by the end of bcon1.
This is done in agreement with Dalai.
For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147