Commit Graph

20990 Commits

Author SHA1 Message Date
Jacques Lucke
0d6f2cb303 Cleanup: remove unused function declaration 2021-10-27 15:57:20 +02:00
Jacques Lucke
18b6f0d0f1 Fix T92264: incorrect field inferencing when muting link between reroutes
Previously, muted links were just ignored considered by field inferencing.
Now muted links behave like normal links in the inferencing process.
2021-10-27 12:43:04 +02:00
Jacques Lucke
c06a86f99f Fix T92328: crash during field inferencing when there is a link cycle
The toposort did not handle link cycles which it should.
2021-10-27 12:29:59 +02:00
Jacques Lucke
8b15b06b20 Fix: missing cache invalidation when there is only one spline
This fixes T92511, but there is still the more general problem
described in T92508.
2021-10-27 11:02:49 +02:00
Bastien Montagne
16e1b18dd8 Cleanup: Rename scene.c's FOREACHID_PROCESS macro to FOREACHID_PROCESS_IDSUPER.
Follow-up of rBf11ed418e5fa.
2021-10-27 09:15:21 +02:00
Campbell Barton
a3b785bc08 Cleanup: clang-format, clang-tidy, spelling 2021-10-27 15:55:36 +11:00
Germano Cavalcante
3e3ff1a464 Revert "Revert "Eevee: support accessing custom mesh attributes""
This reverts commit e7fedf6dba.

And also fix a compilation issue on windows.

Differential Revision: https://developer.blender.org/D12969
2021-10-26 18:23:59 -03:00
Ray Molenkamp
e7fedf6dba Revert "Eevee: support accessing custom mesh attributes"
This reverts commit 03013d19d1.

This commit broke the windows build pretty badly and I don't
feel confident landing the fix for this without review.

Will post a possible fix in D12969 and we'll take it from there.
2021-10-26 14:49:22 -06:00
Hans Goudey
7d3d09b69c Geometry Nodes: Get and set nodes for ID attribute
These nodes allow accessing and changing the stable/random ID used
for motion blur with instances and stable randomness.

Since rB40c3b8836b7a, the stable ID is a built-in attribute, so to be
consistent and allow changing it in the node tree like other built-in
attributes, it has get and set nodes.
2021-10-26 15:40:57 -05:00
Julian Eisel
0cf9794c7e Assets: Rename "Default" asset library to "User Library"
Feedback was that "Default" is a bit of a weird name, so switching it to "User
Library". Added versioning code which won't be entirely bullet proof (e.g. will
also rename libraries named "Default" by the user), but it doesn't have to be.

Addresses T90298.
2021-10-26 21:01:44 +02:00
Jacques Lucke
0bfae1b120 Geometry Nodes: geometry component type warning system
Previously, every node had to create warnings for unsupported input
geometry manually. Now this is automated. Nodes just have to specify
the geometry types they support in the node declaration.

Differential Revision: https://developer.blender.org/D12899
2021-10-26 20:00:10 +02:00
Hans Goudey
be3e09ecec Fix: Inverted normal for one curve to mesh cap 2021-10-26 12:59:46 -05:00
Hans Goudey
9fa304bf13 Geometry Nodes: Only create instance IDs when they exist
Instance IDs serve no purpose for rendering when they aren't stable from
one frame to the next, and if the index is used in the end anyway, there
is no point in storing a vector of IDs and copying it around.

This commit exposes the `id` attribute on the instances component,
makes it optional-- only generated by default with the distribute points
on faces node.

Since the string to curves node only added the index as each instance's
ID, I removed it. This means that it would be necessary to add the ID
data manually if the initial index actually helps (when deleting only
certain characters, for example).

Differential Revision: https://developer.blender.org/D12980
2021-10-26 12:50:39 -05:00
Kévin Dietrich
03013d19d1 Eevee: support accessing custom mesh attributes
This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the `MeshBufferList` as a
separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with
the GPU shader compilation code.

Since `DRW_MeshCDMask` is not general enough, attribute requests are
stored in new `DRW_AttributeRequest` structures inside of a convenient
`DRW_MeshAttributes` structure. The latter is used in a similar manner
as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed,
used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in
`DRW_MeshAttributes` to prevent too many attributes being used.

To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.

`GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for
this design.

Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).

Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar `s` is converted to
`vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.

Ref T85075

Reviewed By: fclem

Maniphest Tasks: T85075

Differential Revision: https://developer.blender.org/D12969
2021-10-26 18:29:30 +02:00
Hans Goudey
8ddfdfd2b2 Geometry Nodes: Handle multiple grids in the volume to mesh node
In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.

This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.

The code changes are relatively simple:
 - Move the old volume to mesh node to the legacy folder.
 - Run the volume to mesh node on all instance geometry, like elsewhere.
 - Make the blenkernel's volume to mesh API a bit more specific.

Differential Revision: https://developer.blender.org/D12997
2021-10-26 11:25:44 -05:00
Brecht Van Lommel
a90cb41cb9 Cleanup: clang-format 2021-10-26 16:35:26 +02:00
Jacques Lucke
fd477e738d Geometry Nodes: remove reference to anonymous attributes in tooltips
This changes socket inspection for fields according to T91881.

Differential Revision: https://developer.blender.org/D13006
2021-10-26 15:32:01 +02:00
Bastien Montagne
f11ed418e5 Cleanup: LibQuery: Rename BKE_LIB_FOREACHID_PROCESS to BKE_LIB_FOREACHID_PROCESS_IDSUPER.
More in-line name with the rest of that macro-based API, especially
since this will be extended in the future.
2021-10-26 10:40:36 +02:00
Bastien Montagne
fe68b54edb Cleanup: else after continue. 2021-10-26 10:28:52 +02:00
Bastien Montagne
9ba22bd1f7 Fix crash in liboverride/pointcache handling code after recent changes.
In some cases code would try to access NULL pointer.

Reported by @dfelinto, thanks.
2021-10-26 10:13:44 +02:00
Bastien Montagne
ee743204b0 Cleanup: build warnings.
`NULL` instead of `nullptr` in cpp code, and `else` statements after
returns.
2021-10-26 09:52:08 +02:00
Hans Goudey
e463d2c16f UI: Change node editor grid into a dot grid
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.

The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.

Differential Revision: https://developer.blender.org/D10345
2021-10-25 21:50:05 -05:00
Germano Cavalcante
a84f1c02d2 Assets: Snapping with visual feedback while dragging
The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.

Maniphest Tasks: T90198

Differential Revision: https://developer.blender.org/D12912
2021-10-25 11:57:26 -03:00
Hans Goudey
bc2f4dd8b4 Geometry Nodes: Add "Fill Caps" option to curve to mesh node
This adds an option to fill the ends of the generated mesh for
each spline combination with an N-gon. The resulting mesh is
manifold, so it can be used for operations like Boolean.

Differential Revision: https://developer.blender.org/D12982
2021-10-25 09:10:44 -05:00
Sybren A. Stüvel
cdcca917cf Tests: assets, add BKE callback init/finalize to test setup/teardown
Add calls to `BKE_callback_global_init()` and `BKE_callback_global_finalize()`
to ensure unit tests mimick Blender (and don't trip the assertions added
in rBbeea601e7253).

No functional changes to Blender.
2021-10-25 14:21:43 +02:00
Julian Eisel
4100a79219 Assets: Add Author field to asset metadata
This is information you'd typically want to be visible in the UI. It's optional
of course, so if not relevant, it can just remain unset.
2021-10-25 13:51:14 +02:00
Julian Eisel
e7bea3fb6e Assets/IDs: Don't generate previews for object types with no real geometry
Object types like empties, cameras or lamps will just end up as empty preview
images. We can think about ways to visualize them still, but meanwhile, don't
create such an empty preview.

Differential Revision:  https://developer.blender.org/D10334

Reviewed by: Bastien Montagne, Sybren Stüvel
2021-10-25 13:33:16 +02:00
Jacques Lucke
039094c1ec Geometry Nodes: new Image Texture node
This adds a new image texture node for geometry nodes. It does not
reuse the same node that is used in shading, because we want to be
able to expose the image and frame as sockets.

There is a known update issue when a movie or image sequence is
used. That will be fixed separately (also see D12957).

Currently, the image socket is just a pointer to an Image ID data block.
This can contain single images but also movies and image sequences.
In the future, the definition of an image socket can be expanded to
include images that are generated from scratch in the node tree.
For more details read the discussion in D12827.

Some of the code is a direct port from cycles and should be cleaned
up a bit in the future. For example `image_cubic_texture_lookup`.

For still images, the frame input is ignored. Otherwise, the frame
has to be in a valid range for the node to work. In the future we
may add e.g. automatic looping functionality.

Differential Revision: https://developer.blender.org/D12827
2021-10-25 13:03:57 +02:00
Sybren A. Stüvel
892e5f4a9f Asset Catalogs: be more accepting of backslashes as separators
Asset Catalog Paths should only contain forward slashes as separators, but
now the UI is more resilient to people using blackslashes instead.

Manifest Task: T90553
2021-10-25 12:37:35 +02:00
Sybren A. Stüvel
550cbec5c4 Cleanup: asset catalog path test, improve sub-test separation
Put related lines in a block of their own, such that each block doesn't
have access to the variables of the previous blocks.

This makes it easier to correctly copy-paste some tests, as the compiler
forces you to update the code afterwards.
2021-10-25 12:37:35 +02:00
Sybren A. Stüvel
beea601e72 BKE Callbacks: more explicit initialisation check
Add static boolean to track whether the callbacks system has been
initialised. This makes it possible to make the `BKE_callback_remove()`
function more noisy in case of programming errors, and avoids accessing
`funcstore->alloc` when `funcstore` was potentially already freed.

Thanks @campbellbarton for pointing this out.
2021-10-25 12:08:08 +02:00
Jeroen Bakker
8e56f3e8a3 Image: Fix Crash During Undo.
Fixes T91294.
2021-10-25 11:41:49 +02:00
Jacques Lucke
665657812d Cleanup: quiet asan warning because of uninitialized variable 2021-10-24 18:20:06 +02:00
Campbell Barton
1411118055 Cleanup: spelling in comments 2021-10-24 21:04:04 +11:00
Erik Abrahamsson
dc2524eaae Geometry Nodes: Rename node "String Substring"
This patch renames the node "String Substring" to "Slice String"
to conform to the "verb first" naming convention.
Default length is also changed to 10 to make it easier for users
to understand what the node does.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D12931
2021-10-24 11:43:54 +02:00
Jarrett Johnson
3af597d16b Geometry Nodes: Add Instances to Points Node
This node takes a geometry set with instances as input and outputs
points located on the origins of the top level of instances in the
geometry set (not nested instances). It also has position and radius
inputs to allow overriding the default, and a selection input to only
generate points for some instances.

The use case for this node is a method to use geometry proximity on
instance origins, but in a more generic way that is flexible and useful
in other situations.

Differential Revision: https://developer.blender.org/D12893
2021-10-23 00:01:59 -05:00
Hans Goudey
1d9e2dc954 Fix: Cyclic single point bezier splines have multiple evaluated points
Because `segment_is_vector` didn't handle the combined cyclic and
single control point case, it returned false, that the "segment" should
have the resolution evaluated point count. To avoid checking the size in
every call, add an assert for the size and check it elsewhere.
2021-10-22 17:13:26 -05:00
Alexander Gavrilov
cca811de98 Fix test print wording that confuses build bot highlighting. 2021-10-22 18:26:12 +03:00
Sybren A. Stüvel
85312f2236 Asset Browser: Show "orphaned" assets in "Unassigned" catalog
Show assets that have an unknown catalog ID assigned in the "Unassigned"
catalog.

Another catalog named "Orphans" was considered as well, but that would
clash with the usual handling of Blender (discarding orphan data on
save) and thus that idea was discarded.

Manifest Task: T91949
2021-10-22 16:32:05 +02:00
Sybren A. Stüvel
70aad5f498 Asset Catalogs: support reloading without losing local changes
Keep track of unsaved asset catalog changes, in a more granular way than
just one boolean per asset library. Individual catalogs can now be
marked with a flag `has_unsaved_changes`. This is taken into account
when reloading data from the catalog definition file (CDF):

- New catalog in CDF: gets loaded
- Already-known catalog in CDF:
    - local unsaved changes: on-disk catalog is ignored
    - otherwise: on-disk catalog replaces in-memory one
- Already-known catalog that does not exist in CDF:
    - local unsaved changes: catalog is kept around
    - otherwise: catalog is deleted.

Because this saving-is-also-loading behaviour, the "has unsaved changes"
flags are all stored in the undo buffer; undoing after saving will not
change the CDF, but at least it'll undo the loading from disk, and it'll
re-mark any changes as "not saved".

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12967
2021-10-22 16:31:32 +02:00
Jacques Lucke
0c16ac9ddf Cleanup: restore alphabetic ordering 2021-10-22 15:27:10 +02:00
Dorian
781289e31f Geometry Nodes: add Boolean and Integer Input nodes
These nodes just output a single value of their respective types,
making it possible to control multiple inputs with the same value.

Differential Revision: https://developer.blender.org/D12932
2021-10-22 15:01:28 +02:00
Bastien Montagne
65dbeb1d81 Fix T90638: Inconsistent object data behavior when link-duplicating collections.
Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.

NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
2021-10-22 12:35:40 +02:00
Campbell Barton
05ab3356a7 Cleanup: spelling in comments, use C style comments 2021-10-22 10:28:56 +11:00
Hans Goudey
7b9319adf9 Geometry Nodes: Update bounding box to work on individual instances
This commit makes the bounding box node work on each unique geometry
(including instances) individually instead of making one large bounding
box for everything. This makes the node much faster, and is often the
desired result anyway. For the old behavior, a realize instances node
can be used in front of this node (versioning adds it automatically).

The min and max outputs now only output the values from the realized
geometry.

Differential Revision: https://developer.blender.org/D12951
2021-10-21 11:51:56 -05:00
Sybren A. Stüvel
16c79d3b82 Asset Catalogs: add test for backslashed catalog paths
No functional changes necessary, test already succeeds.
2021-10-21 16:23:56 +02:00
Sybren A. Stüvel
4b48b1079d Asset Catalogs: refresh simple name when renaming catalog
When renaming an asset catalog, also update its simple name.

Catalogs will most likely be created from within Blender, so via the
catalog tree in the asset browser. Here catalogs are always named
"Catalog" until the user renames them, which was reflected in all simple
names being "Catalog".
2021-10-21 16:06:14 +02:00
Sybren A. Stüvel
5ccec8ec6b Asset Catalogs: treat first-loaded catalog as main catalog
When there are multiple catalogs with the same path (so different UUIDs
all mapped to the same catalog path), treat the first-loaded one as the
main catalog for that path, and the rest as aliases.

This ensures that the UUID of a catalog (as chosen in the tree UI and thus
interacted with by users) is stable, regardless of whether by some coincidence
later another catalog with the same UUID is created.
2021-10-21 15:53:16 +02:00
Sybren A. Stüvel
9a1fce698b Cleanup: rename & restructure AssetCatalogPathCmp
Rename `AssetCatalogPathCmp` to `AssetCatalogLessThan`:
- it compares more than paths (so no more `Path` in the name), and
- performs a less-than operation (so no more `Cmp` in the name).

Also restructure its code to make an extra upcoming comparison easier to
add.

No functional changes.
2021-10-21 15:53:16 +02:00
Bastien Montagne
7681326acd IDManagement: Assign current Main's lib to newly created IDs.
This is mainly for doversion code, when it needs to create new IDs those
should be considered as part of the same library as the current Main's
one.

No practical changes are expected here, this is more of a general
consistency fix, and a pre-requisite for {T92333}.
2021-10-21 15:22:35 +02:00