Commit Graph

3543 Commits

Author SHA1 Message Date
bonj
f5151bbbeb Fix #118116: Only hide solid mesh if overlays are enabled
When the retopology overlay is enabled, the edit mesh is not drawn
in solid mode. When you disabled overlays however, it would not be
drawn in any mode, which understandably confused users.
Now it checks whether overlays are enabled before it hides the solid mesh.

Pull Request: https://projects.blender.org/blender/blender/pulls/118422
2024-02-20 12:57:24 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Campbell Barton
5c87dfd269 Cleanup: use BLI_time_ prefix for time functions
Also use the term "now" instead of "check" for clarity.
2024-02-15 13:15:56 +11:00
Hans Goudey
aef0b6552b Cleanup: Use helper functions to access next and previous face corners 2024-02-14 17:23:01 -05:00
Hans Goudey
a52323d711 Cleanup: Move BKE_duplilist.hh to C++ 2024-02-14 10:51:46 -05:00
Hans Goudey
1c0f374ec3 Object: Move transform matrices to runtime struct
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.

Pull Request: https://projects.blender.org/blender/blender/pulls/118210
2024-02-14 16:14:49 +01:00
Hans Goudey
5ba6f6d833 Cleanup: Replace typedef keyword in C++ headers 2024-02-13 15:34:32 -05:00
Hans Goudey
1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00
Sietse Brouwer
2f0b293da3 GPv3: Add function to retrieve falloff factor for multi frame editing
This PR prepares GPv3 for calculating falloff factors when working in  multi frame editing mode.

The falloff popover is added to the UI.
A `float multi_frame_falloff` is added to `MutableDrawingInfo`. This is a factor from 0.0 to 1.0f.
A `retrieve_editable_drawings_with_falloff()` is added to the utility functions, which retrieves the falloff factor for each drawing when
multi frame falloff is enabled.

To avoid a copy, the return type of  `retrieve_editable_drawings()` and friends is changed from
`Array<MutableDrawingInfo>` to `Vector<MutableDrawingInfo>`.

Pull Request: https://projects.blender.org/blender/blender/pulls/118108
2024-02-13 12:04:45 +01:00
Bastien Montagne
5aaadebbe4 Cleanup: Make BKE_scene.h a full Cpp header. 2024-02-10 19:16:25 +01:00
Bastien Montagne
54618dbae3 Cleanup: Make BKE_global.h a Cpp header. 2024-02-10 18:25:14 +01:00
Campbell Barton
2df863287f Cleanup: use UV instead of Uv in code-comments 2024-02-10 22:35:33 +11:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Miguel Pozo
a1ceeef2f9 Merge branch 'blender-v4.1-release' 2024-02-08 19:58:07 +01:00
Miguel Pozo
bf0ac755e2 Fix: EEVEE: Volumes don't render
OrcoTexCoFactors were wrong.
Regression from
fa3bd17ae8
2024-02-08 19:57:18 +01:00
Miguel Pozo
01fbca876d Revert "Disable EEVEE-Next"
This reverts commit a8f29e8e36.
2024-02-08 17:38:18 +01:00
Miguel Pozo
cf27e0f3e1 Merge branch 'blender-v4.1-release' 2024-02-08 17:38:09 +01:00
Miguel Pozo
a8f29e8e36 Disable EEVEE-Next 2024-02-08 17:37:53 +01:00
Hans Goudey
a39e8a4ab9 Cleanup: Use StringRef instead of C strings in CustomData API
This simplifies some code. It may improve performance slightly too,
because of faster string comparisons with a known length.

Pull Request: https://projects.blender.org/blender/blender/pulls/117996
2024-02-08 16:56:42 +01:00
Falk David
0a45acbe3b GPv3: Layer Parenting/Transforms
This implements layer parenting and layer transforms.

* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.

Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.

Pull Request: https://projects.blender.org/blender/blender/pulls/117247
2024-02-07 16:28:14 +01:00
Clément Foucault
c2ef2daa2c Fix: DRW: Out of bound index in PassSortable
This was caused by hair subpass growing the subpass
vector but not adding anything to the sorting_values_
vector. This means the indices that was return by
`sub_passes_.append_and_get_index` were dereferencing
the `sorting_values_` vector out of bounds on this line:
`float a_val = sorting_values_[a.index];`
2024-02-06 11:15:23 +01:00
Lukas Tönne
d7127dea02 Fix crashes when connecting cyclic grease pencil curves
Curves draw buffer updates and operations like resampling access the
evaluated lengths cache of curves. However, when the curve has only one
point the evaluated lengths will be empty. This is not a problem for
open curves, because they skip calculation of the last point, but cyclic
curves expect to have as many length entries as there are points.

This crashes in certain cases:
- Grease Pencil v3 edit mode "Toggle Cyclic" operator
- Geometry nodes resampling of cyclic, single-vertex curves

Checking for the single-point case when building draw buffers handles
these corner cases.

Fixes #117833
Fixes #117838

Pull Request: https://projects.blender.org/blender/blender/pulls/117842
2024-02-05 14:47:05 +01:00
Clément Foucault
5ee72e812c Fix: DRW: Missing pointcloud dummy binding
Fixes a GPU error on opengl.
2024-02-02 19:35:22 +01:00
Brecht Van Lommel
abf4c4d9ef Refactor: Change functions to retrieve GPU textures from images
* For materials with UDIM tiles support, get array and mapping in one call
* For viewers that can use render results, add a dedicated function
* Fix potential use of render results in stencil overlay and grease pencil

Pull Request: https://projects.blender.org/blender/blender/pulls/117563
2024-02-01 20:32:24 +01:00
Miguel Pozo
5d132ac0c6 GPU: Optimize OpenGL indirect drawing overhead
`GLBatch::draw_indirect` has additional overhead compared to
`GLBatch::draw`, and can become a bottleneck in scenes that require
many draw calls (ie. with too many unique meshes).

The performance difference is almost exclusively caused by the
`GL_COMMAND_BARRIER_BIT` barrier that happens on every call.

This PR adds a `GPU_storagebuf_sync_as_indirect_buffer` function that
can be used to place the barrier only once after filling the indirect
buffer content.
This function is a no-op in Vulkan and Metal since they don't need the
barrier.

Pull Request: https://projects.blender.org/blender/blender/pulls/117561
2024-02-01 17:26:08 +01:00
Hans Goudey
dccf0e8699 Cleanup: Move GPU_material.h to C++ 2024-02-01 10:40:30 -05:00
Jeroen Bakker
9e0c78e783 Draw: Remove Unused Refine Shaders
When drawing curves or particle hair, the hair is refined using GPU
shaders. See eParticleRefineShaderType. OpenGL since Blender 4.0
always uses compute shaders. Metal since Blender 4.1 always uses
compute shaders. Vulkan will only uses compute shaders.

The transform feedback isn't used and not supported by our vulkan backend.
Transform feedback workaround was a Apple specific solution as they didn't
support transform feedback. Metal didn't use Compute shaders in
EEVEE-Legacy for performance reasons. Since EEVEE-Next/Workbench-Next
Metal uses compute shaders.

Fixes: #117497
Pull Request: https://projects.blender.org/blender/blender/pulls/117507
2024-02-01 07:48:30 +01:00
Hans Goudey
fac27b1b6b Cleanup: Replace most used of SWAP macro with std::swap
Also remove / replace use of the math vector double swapping functions.
2024-01-31 21:12:16 -05:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -05:00
Julian Plak
38e7b4e473 Geometry Nodes: Improve attribute text overlay readability
Improve readability for GN Viewer Node attribute text by adding text
shadow. Also adds similar shadow for bone names.

Pull Request: https://projects.blender.org/blender/blender/pulls/116528
2024-01-31 19:21:49 +01:00
Clément Foucault
71904d7fb3 GL: Remove image load/store workaround
# Conflicts:
#	source/blender/gpu/opengl/gl_backend.cc
2024-01-31 18:12:59 +01:00
Clément Foucault
1524dfa0ad DRW: Workaround Mesa shader compilation
This avoid the following error
`Unknown NIR alu instr: div 32    %17 = ineg %16`

This is a debug shader so cost isn't important.
A bug report will be done upstream.
2024-01-31 13:05:55 +01:00
Hans Goudey
961783c444 Cleanup: Move BKE_deform.h to C++ 2024-01-29 19:04:13 -05:00
Casey Bianco-Davis
eb693246b6 Fix #117132: GPv3: Edit mode overlay memory leaks
The problem was that `grease_pencil_edit_batch_ensure` would not return early if the buffers already exist, meaning that multiple buffers could be create but only the last ones would be freed.

Pull Request: https://projects.blender.org/blender/blender/pulls/117580
2024-01-29 11:56:45 +01:00
Campbell Barton
be7f89a9f5 Cleanup: spelling in comments 2024-01-29 11:47:42 +11:00
Brecht Van Lommel
745c30ad08 Cleanup: removed unused argument 2024-01-27 00:22:49 +01:00
Jason Fielder
81c1490877 Fix #117169: Resolve crashing hair and curve tests in Metal
Remove divergent code paths for hair refinement. Metal
previously opted for transform-feedback based hair
refinement due to improved performance, but best
to utilise the same compute path with new engines in
mind.

Separate PRs can be made to optimize the compute
path.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/117477
2024-01-25 05:02:19 +01:00
Hans Goudey
75f06bf92a Fix #117459: Sharp shading from only edges ignored in edit mode
The fix in the logic is similar to 5875349390. It's needed
because we now skip computing face corner (BMLoop) normals when the
BMesh is completely flat shaded. It might be completely flat shaded
just because of edge smoothness though, which wasn't taken into
account before.
2024-01-24 12:59:03 -05:00
Hans Goudey
9ab356fe6e Cleanup: Return Vector for View Layer objects and bases retrieval
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/117482
2024-01-24 18:18:14 +01:00
Hans Goudey
d02d6ec4e5 Cleanup: Remove unnecessary keywords in C++ headers 2024-01-24 11:46:39 -05:00
Hans Goudey
500f09b88a Cleanup: Move metaball BKE headers to C++ 2024-01-24 11:46:39 -05:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Harley Acheson
a4a8683788 UI: Increased Overlay Text Contrast
Increased contrast of light text on any background by increasing the
effectiveness of the dark shadow.

Pull Request: https://projects.blender.org/blender/blender/pulls/117351
2024-01-22 21:57:55 +01:00
Hans Goudey
0618de49ad Cleanup: Replace MIN/MAX macros with C++ functions
Use `std::min` and `std::max` instead. Though keep MIN2 and MAX2
just for C code that hasn't been moved to C++ yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/117384
2024-01-22 15:58:18 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Jacques Lucke
4b47b46f9c Cleanup: rename PIL to BLI
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117325
2024-01-19 14:32:28 +01:00
Falk David
4197270ca1 Cleanup: GPv3: Unused variable 2024-01-19 11:49:46 +01:00
casey bianco-davis
3b23105120 GPv3: Pass more attributes to the renderer
This implements the following: rotation, aspect, hardness, vertex color, fill color and stroke UVs.

Pull Request: https://projects.blender.org/blender/blender/pulls/109093
2024-01-19 11:47:00 +01:00
Hans Goudey
78587261da Cleanup: Use standard variable name for mesh face corner normals 2024-01-15 11:39:50 -05:00
Falk David
13ed151e3d Cleanup: GPv3: Use enum values for cap defaults instead of int 2024-01-12 10:38:22 +01:00