Commit Graph

19373 Commits

Author SHA1 Message Date
Campbell Barton
525364be31 Cleanup: reduce indirect DNA header inclusion
Remove DNA headers, using forward declarations where possible.

Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
2020-12-15 12:34:14 +11:00
Campbell Barton
1e38e32cf6 Cleanup: type check failure, discarded-qualifiers warnings
Caused by 7f6ffe9195
2020-12-15 10:27:36 +11:00
Wayde Moss
6074636387 NLA: Action Strip Defaults Sync Length On
See T82309#1055564 {T63675} and their duplicates for how Default-off
can cause confusion.

This is just for convenience since it allows animators to keyframe
outside of the strip's bounds by default. This was likely off by
default before since Syncing Length would undesirably shift the whole
animation after leaving tweak mode (fixed by {D7602}) and the animator
wasn't able to keyframe outside the strip bounds anyways
(fixed by {D7533}). Now it's better if the flag was on by default.
While the animator is still roughly developing their animation NLA-wise
they won't have to worry about strip bound keying failures. When they
are more certain of the strip bounds, they can disable the flag to
prevent affecting the rest of the NLA system.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D9661
2020-12-14 17:32:14 -05:00
Wayde Moss
7f6ffe9195 Nla Refactor: Blend functions explicit Div0 check
It's an explicit check to prevent division by zero if caller hasn't
done the check. Future patch {D8867} will not use the nla remap
function and thus not do the check. This patch also replaces some
float (==) equality checks with IS_EQF().

Split from {D9247}

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D9694
2020-12-14 17:11:41 -05:00
Wayde Moss
fa6bf8f5b6 Nla Refactor: nlaevalchan_validate_index_ex()
And removes redundant index local variable. Future patches {D8296} and
{D8867} make use of this function.

No functional changes.
Split from {D9247}

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D9693
2020-12-14 17:06:59 -05:00
Jeroen Bakker
f4df036bc4 Cryptomatte: Data structure in compositor node
This changes the way how the mattes are stored in the compositor node. This used to
be a single string what was decoded/encoded when needed. The new data structure
stores all entries in `CryptomatteEntry` and is converted to the old `matte_id`
property on the fly.

This is done for some future changes in the workflow where a more structured
approach leads to less confusing and easier to read code.
2020-12-14 16:14:38 +01:00
Julian Eisel
e3068f38c8 Fix memory leak and possible other issues with custom previews
Mistake in 812ea91842. Fixed that same one before in the branch, I may have
brought it back when resolving merge conflicts.
2020-12-14 14:57:30 +01:00
Julian Eisel
4b0396695c UI/Assets: Support generating object preview images
Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.

What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
  .blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
  pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.

Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea91842).

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-14 13:17:57 +01:00
Jacques Lucke
732d0b458b Blenkernel: move DerivedMesh.c to c++
Required changes to make it compile with clang tidy:
* Use c++ includes like (e.g. climits instead limits.h).
* Insert type casts when casting from void* to something else.
* Replace NULL with nullptr.
* Insert casts from int to enum.
* Replace designed initializers (not supported in C++ yet).
* Use blender::Vector instead of BLI_array_staticdeclare (does not compile with C++).
* Replace typedef statements.

Ref T83357.
2020-12-14 13:08:02 +01:00
Julian Eisel
812ea91842 UI/Assets: Operator to load custom preview images for data-blocks
No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.

The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).

There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.

Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-14 12:16:59 +01:00
Bastien Montagne
f5a019ed43 LibOverride: Do not store some heavy data from override IDs.
This commit removes geometry from meshes and shapekeys, and embedded
files, from liboverride IDs.

This data is never overrideable, there is no reason to store extra
useless copies of it in production files.

See T78944.

Note that we may add more data to be skipped on write for liboverrides
in the future, but this commit should address all the most important
cases already.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D9810
2020-12-14 11:37:01 +01:00
Campbell Barton
088df2bb03 Fix missing string escape for RNA path creation 2020-12-14 20:44:26 +11:00
Campbell Barton
b8ae90263a Fix version patching sequence strip alpha from 2.4x files
Regression in 4f5f868a52
2020-12-14 20:44:26 +11:00
Falk David
3eb6649453 GPencil: Add uniform subdivide BKE to improve interpolation
This patch introduces a new BKE function that performs a uniform subdivide.

The goal of this function is to subdivide the stroke to reach a target number of points while maintaining its shape, color, and weights.
This is done by repeatedly subdividing the longest edge in the stroke. Every subdivision adds a new point at the exact middle point of an edge.

The function is intended to be used in the interpolation operators to give better results when interpolating between different sized strokes.

Reviewed By: antoniov

Differential Revision: https://developer.blender.org/D9835
2020-12-12 16:49:38 +01:00
Julian Eisel
0c1d476923 UI: Allow UI to pass focused data-block to operators via context
This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.

A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
  represents a data-block RNA pointer property. (I.e for general data-block
  search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).

No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.

Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
2020-12-11 23:08:29 +01:00
Julian Eisel
af008f5532 UI: Allow Outliners to pass selected data-blocks to operators via context
The way the Outliner integrates operations on selected tree elements is known
to be quite problematic amongst developers. The context menu is generated in an
unusual way and doesn't use the normal operator system. Instead, changes are
applied via a recursive callback system. Things are quite ad-hoc, and the
callbacks often implement logic that should not be in the Outliner, but in
entirely different modules. Often these modules already contain the logic, but
as proper operators.

This commit is a step into a hopefully better direction that should allow us to
put actual operators into Outliner context menus. It starts solving the problem
of: How can the Outliner pass selected data to operators. It implements it for
data-blocks only, but other data could do it in the same way.

Idea is to keep doing what operators were initially designed to do: Operate on
context.
Operators can now query a "selected_ids" context member
(`CTX_data_selected_ids()` in C, `bpy.context.selected_ids` in .py). If an
Outliner is active, it will generate a list of selected data-blocks as a
response, via its `SpaceType.context` callback.
Any other editor could do the same.

No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.

Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
2020-12-11 23:08:29 +01:00
Hans Goudey
97651f428b Fix T83050: Crash dragging shared collection to master collection
The flag syncing code expects to find collection flags in same view
layer before and after the move, it even has an assert for it. However,
there is one case where this doesn't happen, when dragging a collection
that exists in two scenes to the master collection.

This commit removes this assert, frees the temporary flag structs
separately, and updates some comments with this information.
There is more detail in the adjusted comment.

Differential Revision: https://developer.blender.org/D9785
2020-12-11 12:15:51 -06:00
Bastien Montagne
561d9169fe Fix T83280: Crash when deleting hair collision collection.
Root of the issue was missing management of ID pointers in the cloth
modifier data stored in ParticleSystem for hair physics, in the
'foreach_id' particle system code.

Using modifier's 'foreach_id' code in psys one unfortunately requires
some ugly conversion gymnastics, but this is still better than having
dedicated code for that case.

Note that this is actually a fairly critical issue, fix should be
backported to 2.91.1 should we do it, and to 2.83 LTS as well I think.
2020-12-11 18:46:21 +01:00
Jacques Lucke
f5dc34ec9c Geometry Nodes: support instancing collections
The Point Instance node can instance entire collections now.
Before, only individual collections were supported.

Randomly selecting objects from the collection on a per point basis
is not support, yet.

Last part of D9739.

Ref T82372.
2020-12-11 18:00:37 +01:00
Jacques Lucke
5ced167336 Geometry Nodes: support collection sockets
Part of D9739.
2020-12-11 17:47:58 +01:00
Jacques Lucke
4885fbc07b Nodes: add Collection socket type
The implementation is pretty much the same as for Object sockets.
The socket color is the one that is used for collections in the outliner.

Part of D9739.
2020-12-11 17:38:32 +01:00
Julian Eisel
273aca964e Refactor/extend BKE API to get special user directories
The previous `BKE_appdir_folder_default()` was confusing, it would return the
home directory on Linux and macOS, but the Documents directory on Windows.
Plus, for the Asset Browser, we want to use the Documents directory for the
default asset library on all platforms.
This attempts to clean up the API to avoid confusion, while adding the newly
needed functionality.

* `BKE_appdir_folder_default()` should behave as before, but the implementation
  changed:
** Removes apparently incorrect usage of `XDG_DOCUMENTS_DIR` on Unix systems -
   this seems to be a config file variable, not an environment variable. Always
   use `$HOME` instead, which this ended up using anyway.
** On Windows it doesn't attempt to use `%HOME%` anymore and gets the Documents
   directory directly.
* Add `BKE_appdir_folder_home()` to gives the top-level user directory on all
  platforms.
* Add `BKE_appdir_folder_documents()` to always get the user documents
  directory on all platforms.

There should be no user noticable behavior change.

Differential Revision: https://developer.blender.org/D9800

Reviewed by: Brecht Van Lommel
2020-12-11 16:20:53 +01:00
Jacques Lucke
d72ec16e70 Geometry Nodes: add Attribute Mix node
This node can be used to mix two attributes in various ways.
The blend modes are the same as in the MixRGB shader node.

Differential Revision: https://developer.blender.org/D9737

Ref T82374.
2020-12-11 12:00:48 +01:00
Jacques Lucke
150a1d158a Cleanup: remove some forward declared enums
Forward declaring enums are not allowed in C++.

Differential Revision: https://developer.blender.org/D9811
2020-12-11 11:48:58 +01:00
Campbell Barton
392a8e2907 Cleanup: sort cmake file lists 2020-12-11 15:32:14 +11:00
Campbell Barton
8cc951d2ae Cleanup: trailing space 2020-12-11 15:32:14 +11:00
Hans Goudey
8bdd996cd0 Geometry Nodes: Add helper function to check if attribute exists 2020-12-10 10:50:37 -06:00
Jacques Lucke
3d25312617 Nodes: fix incorrectly parameter name and type
The parameter type was incorrectly changed in rB6be56c13e96048cbc494ba5473a8deaf2cf5a6f8 by me.
This can be any id and does not have to be a node tree.
2020-12-10 16:15:28 +01:00
Hans Goudey
348bd319d5 Geometry Nodes: Attribute Fill Node
This commit adds a node that fills every element of an attribute
with the same value. Currently it supports float, vector, and color
attributes. An immediate use case is for "billboard" scattering.

Currently people are using the same input to a Random Attribute node's
min and max input to fill every element of a vector with the same value,
which is an unintuitive way to accomplish the same thing.

Differential Revision: https://developer.blender.org/D9790
2020-12-10 07:58:45 -06:00
Jacques Lucke
efb741b280 Geometry Nodes: rename modifyPointCloud to modifyGeometrySet
Since the initial merge of the geometry nodes project, the modifyPointCloud
function already was already modifying a geometry set. The function wasn't
renamed back then, because then the merge would have touched many
more files.

Ref T83357.
2020-12-10 14:35:15 +01:00
Jacques Lucke
e795ba1529 Geometry Nodes: fix recursive instance transforms
Previously, the transformation of recursive instances did not work as
on would expect. Second-level instances would detach from first-level
instances when the object was moved.
2020-12-10 10:23:54 +01:00
Campbell Barton
65f139117d Cleanup: rename BLI_strescape to BLI_str_escape
Prepare for `BLI_str_unescape` which doesn't read well
without the separator.
2020-12-10 14:40:01 +11:00
Pablo Vazquez
ac7694aee0 UI: Update theme to match Shader nodes category color with socket color
The change to match socket color and category was already done, but it was missing
versioning code to update the theme on load.

Fixes T83500 (already closed as invalid, but this would solve the non-matching colors)

Reviewed by Hans Goudey (HooglyBoogly)
2020-12-09 21:09:37 +01:00
Jacques Lucke
c93f826661 Cleanup: various clang tidy fixes 2020-12-09 16:29:11 +01:00
Jacques Lucke
4a5f36638b Geometry Nodes: simplify supporting different input socket types for attributes
This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
2020-12-09 16:20:57 +01:00
Bastien Montagne
c0bd240ad0 LibOverride: Add initial support for adding new NLA tracks.
Also makes NLA tracks and strips overridable.

User can either edit existing strips in existing NLA tracks (but not add or remove them), and/or add new NLA tracks after those comming from the linked data.

Most of the work was as usual checking operators and adding protections against illegal operations in override context.

Note that since we can only rely on indices to deal with local added tracks, we forbid any local track being before any linked/original track.

Maniphest Tasks: T72629

Differential Revision: https://developer.blender.org/D9611
2020-12-08 10:55:57 +01:00
Bastien Montagne
922b8abea5 Cleanup: LibOverride: Forgot to update comments in previous commit. 2020-12-08 09:48:20 +01:00
Bastien Montagne
682ccd770c LibOverride: Refactor collection items 'local' helper functions.
It's easier to read and less 'weird' to check that an item is non-local
in a liboverride data-block, than the other way around. Thanks to
@sybren for noticing it.
2020-12-08 09:40:42 +01:00
Campbell Barton
5f1a155a5e Fix T83117: Curve bevel not handle aligned at end-points
Caused by fix for T80742, 4987b7d347.

Keep the fix that calculates the start/end direction
from adjacent points but only use it as a fallback.
2020-12-08 12:20:27 +11:00
Bastien Montagne
bab57550b6 LibOverride: Abstract a bit handling of local items of RNA collections.
RNA collections that support insertion of new items in liboverride
data-block need a special way to distiguish between locale and
orig-from-linked items (since some operations are allowed on the forer,
but no the latter).

In future we want a proper solution to abstract that at the
`BKE_lib_override` level, but for now we need to add some code for each
case.

Note that this commit also fixes a few potential issues with GPencil
modifiers, and constraints, regarding their handling of local overrides.
2020-12-07 16:55:51 +01:00
Jeroen Bakker
9ac6ef7036 File Subversion Bump: 2.92.5 2020-12-07 08:07:18 +01:00
Campbell Barton
fff0032a25 Cleanup: spelling 2020-12-07 13:25:53 +11:00
Antonio Vazquez
ba740ad2ab GPencil: Enable Layer Onion Skin by default 2020-12-06 22:27:28 +01:00
Julian Eisel
3daf28388b Cleanup: Move Outliner runtime hash into internal runtime struct, out of DNA
This way Outliner internal data stays internal, non-Outliner code will not be
able to access and mess with this. Further it allows us to use the real type
(rather than `void *`), change the type to a C++ container if needed and
slightly reduces the size for every Outliner stored in files.

Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should
effectively behave the same way as before.
2020-12-04 20:00:45 +01:00
Sybren A. Stüvel
168909d974 Cleanup: Clang-Tidy, modernize-use-override
No functional changes.
2020-12-04 12:02:52 +01:00
Sybren A. Stüvel
1166110a9d Cleanup: clang-format
Rerun `make format`.

No functional changes.
2020-12-04 11:28:56 +01:00
Sybren A. Stüvel
f0df46287a Cleanup: replace NULL with nullptr in C++ code
No functional changes.
2020-12-04 10:50:06 +01:00
Jeroen Bakker
76a0b322e4 EEVEE Cryptomatte
Cryptomatte is a standard to efficiently create mattes for compositing. The
renderer outputs the required render passes, which can then be used in the
compositor to create masks for specified objects. Unlike the Material and Object
Index passes, the objects to isolate are selected in compositing, and mattes
will be anti-aliased.

Cryptomatte was already available in Cycles this patch adds it to the EEVEE
render engine. Original specification can be found at
https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf

**Accurate mode**

Following Cycles, there are two accuracy modes. The difference between the two
modes is the number of render samples they take into account to create the
render passes. When accurate mode is off the number of levels is used. When
accuracy mode is active, the number of render samples is used.

**Deviation from standard**

Cryptomatte specification is based on a path trace approach where samples and
coverage are calculated at the same time. In EEVEE a sample is an exact match on
top of a prepared depth buffer. Coverage is at that moment always 1. By sampling
multiple times the number of surface hits decides the actual surface coverage
for a matte per pixel.

**Implementation Overview**

When drawing to the cryptomatte GPU buffer the depth of the fragment is matched
to the active depth buffer. The hashes of each cryptomatte layer is written in
the GPU buffer. The exact layout depends on the active cryptomatte layers. The
GPU buffer is downloaded and integrated into an accumulation buffer (stored in
CPU RAM).

The accumulation buffer stores the hashes + weights for a number of levels,
layers per pixel. When a hash already exists the weight will be increased. When
the hash doesn't exists it will be added to the buffer.

After all the samples have been calculated the accumulation buffer is processed.
During this phase the total pixel weights of each layer is mapped to be in a
range between 0 and 1. The hashes are also sorted (highest weight first).

Blender Kernel now has a `BKE_cryptomatte` header that access to common
functions for cryptomatte. This will in the future be used by the API.

* Alpha blended materials aren't supported. Alpha blended materials support in
  render passes needs research how to implement it in a maintainable way for any
  render pass.

This is a list of tasks that needs to be done for the same release that this
patch lands on (Blender 2.92)

* T82571 Add render tests.
* T82572 Documentation.
* T82573 Store hashes + Object names in the render result header.
* T82574 Use threading to increase performance in accumulation and post
  processing.
* T82575 Merge the cycles and EEVEE settings as they are identical.
* T82576 Add RNA to extract the cryptomatte hashes to use in python scripts.

Reviewed By: Clément Foucault

Maniphest Tasks: T81058

Differential Revision: https://developer.blender.org/D9165
2020-12-04 08:46:34 +01:00
Jeroen Bakker
2bae11d5c0 EEVEE: Arbitrary Output Variables
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.

AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.

**Implementation**

The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.

The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.

**Future Developments**

* The AOV definitions in the render layer panel isn't shared with Cycles.
  Cycles should be migrated to use the same viewlayer aovs. During a previous
  attempt this failed as the AOV validation in cycles and in Blender have
  implementation differences what made it crash when an aov name was invalid.
  This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
  exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]

Reviewed By: Brecht van Lommel, Clément Foucault

Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:14:07 +01:00
Pablo Dobarro
cc6ec71b19 Sculpt: Wet paint area radius
This adds a new property to the sculpt vertex color paint brush to limit
the area of the brush that is going to be used to sample the wet paint
color. This is exactly the same concept as normal radius and area radius
that exist for sculpting brushes for sampling the surface depth and
orientation.

When working near color hard edges, this allows to prevent the color
from the other side of the edge to blend into the wet paint.

With 1.0 (the previous default) wet paint radius, as soon as the brush touches
one vertex of the other color, the wet paint mix color changes, making it
impossible to maintain the border between the two colors.

Reviewed By: sergey, dbystedt, JulienKaspar

Differential Revision: https://developer.blender.org/D9587
2020-12-03 22:55:35 +01:00