Commit Graph

24995 Commits

Author SHA1 Message Date
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Sergey Sharybin
19db9a213e Light linking: Allow re-ordering in the light linking collections
The order of collections in the light linking collection is important
as it is used for tie-breaking when the same object is reachable from
multiple linked collections with different light linking state.

This commit utilizes the generic tree view reordering operations to
allow insertion of elements to a specific location and to re-order
existing objects and collections in the light linking collection.

It is possible to re-order both collections and objects, even tough
re-ordering objects does not really make a difference for the light
linking behavior. It is not possible to place an object before
collections.

Pull Request: https://projects.blender.org/blender/blender/pulls/112849
2023-09-25 18:00:28 +02:00
Sybren A. Stüvel
ac1c5d943c Anim: make ANIM_bonecolor_posebone_get handle const only
The color returned by `ANIM_bonecolor_posebone_get()` is not supposed
to be edited, so just return it as `const` and take a `const bPoseChannel`
as argument.

This makes the function usable in a wider range of situations, for example
the drawing code (which shouldn't alter any of these colors).
2023-09-25 17:29:04 +02:00
Sybren A. Stüvel
eab95fa2aa Anim: enable visual keying of IK-influenced bones
Enable visual keying of bones that are influenced by an IK constraint.
This wasn't possible before, as the visual keying system only checked
constraints on the bone itself, and not whether the bone was part of an
IK chain.

This commit introduces a new `bPoseChannel::constflag` value
`PCHAN_INFLUENCED_BY_IK` that is set whenever the pose bone is part of
an IK chain.

The `pchan->constflag` field is computed during depsgraph evaluation. If
the depsgraph is active, it is now also written back to the original
pchan, so that it can be used in the "should visual keying be used"
function.

Fixes: #76791 "Different results when keyframing visual transforms and
applying transforms manually on IK constraint". Note that visually
keying does *not* copy the visual pose to the current pose. Furthermore,
when visually keying only part of the IK chain, the result of
re-evaluating the IK constraint (for example by moving the scene forward
and then backward by one frame) may still produce a different result, as
the IK chain now has a different start orientation.

Note that commit explicitly does not cover Spline IK constraints. They
can introduce heavy shear, especially with the default settings, which
cannot be represented by keys on loc/rot/scale.

For historical reference: 876cfc837e
introduces the 'use visual keying' preference option, where Blender
automatically chooses whether or not to use visual keying. This is why
there is a function at all that determines whether to use visual keying
or not.
2023-09-25 14:37:22 +02:00
Sybren A. Stüvel
caf46c9fbb Refactor: anim, rename flag PCHAN_HAS_TARGET to PCHAN_HAS_NO_TARGET
Rename the `bPoseChannel::flag` `PCHAN_HAS_TARGET` to `PCHAN_HAS_NO_TARGET`
as that is actually the meaning of the flag (in the majority of the code).

Since the flag was so confusingly named, there were some mixups in the
armature overlay drawing code as well, which have been fixed now too.
2023-09-25 14:33:51 +02:00
Sybren A. Stüvel
05b725c744 Anim: redefine PCHAN_HAS_CONST flag to mean "has a constraint"
Change the definition of the `PCHAN_HAS_CONST` pose channel flag. It used
to mean "has a constraint that is not IK or Spline IK", and now it just
means "has a constraint".

This has no direct effect yet, as the flag is only used in drawing code
when there is no (spline) IK constraint. However, I feel that the flag
name should match its expected behaviour, and IMO, in this case, making
that behaviour simpler is better than documenting more.
2023-09-25 14:33:51 +02:00
Sybren A. Stüvel
12fc4b6c58 Refactor: anim, change if-elseif-else chain to switch + reduce iterations
Refactor `BKE_pose_channel_copy_data()` so that it iterates over the entire
armature only once (instead of twice), and to use a `switch` instead of
a chain of `if`/`else if`/`else` clauses.

No functional changes.
2023-09-25 14:33:51 +02:00
Hans Goudey
6875925efa Geometry Nodes: Add option to force inputs to be single values
Add a checkbox to node group inputs to force inputs to be single values
and not accept varying fields. While this could also be done more
automatically, and it could be argued that requiring the flexibility is
helpful for users who want to use attributes, there are cases where the
field inferencing doesn't work, or the "use attribute" option is just
unhelpful. People use workarounds with primitive nodes to get the same
behavior anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/112745
2023-09-25 13:39:44 +02:00
Jeroen Bakker
a6d6251b6e Fix #111532: Partial Update Byte Data Texture with Scaling Broken
When texture painting on a Non-color byte texture with Texture limit active
(or the texture didn't fit on the GPU) the data for partial updating of a GPU
texture was incorrect.

`gpu_texture_update_scaled` expects an input buffer clipped to
the bounds of the input area that needs to be updated. In case for Byte
textures with Non Color colorspace  it received the unmodified input
buffer, resulting in incorrect data to be uploaded to the GPU texture.

This PR fixes this by selecting the non-optimized branch when the
texture is a Byte buffer with Data color space and scaling should
happen.

Pull Request: https://projects.blender.org/blender/blender/pulls/112834
2023-09-25 12:46:17 +02:00
Falk David
16e195a111 Cleanup: GPv3 layer tree manipulations
In preparation of https://projects.blender.org/blender/blender/pulls/112535, we need to make sure all layer tree manipulations are in functions on the `GreasePencil` struct so we can keep the `CustomData` for layers in sync with the layer tree.

 This PR makes sure that all the functions that change the layer tree in any way are `protected` on the `LayerGroup` class. The `GreasePencil` struct is declared `friend` with `LayerGroup`.

We also cleanup and remove a lot of code duplication between layers and layer groups and try to write functions in a generic way for `TreeNode` (both layers and layer groups are tree nodes).

Pull Request: https://projects.blender.org/blender/blender/pulls/112837
2023-09-25 12:11:18 +02:00
Jacques Lucke
8362563949 UI: show recently selected items at the top of searches
The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.

Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.

This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
  This can be used if deterministic key strokes are required, e.g. for automated tests.

In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
  the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
  it could adapt to the user even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/110828
2023-09-25 10:56:12 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Campbell Barton
6c91e1c205 Cleanup: spelling in comments 2023-09-25 15:25:43 +10:00
Campbell Barton
caef976ceb Cleanup: correct typo "hardeness" to "hardness" in DNA & variable names 2023-09-25 12:05:50 +10:00
Hans Goudey
c6380d772c Fix: Debug build error after recent cleanup
Caused by 8954b70d49
2023-09-22 11:22:30 -04:00
Hans Goudey
2419acf756 Nodes: Move float values to "Value" node with link-drag-search
This was handled for other nodes in 9726e4a0ad, but the older
"Value" node stores its value differently, so that was left for later.

Pull Request: https://projects.blender.org/blender/blender/pulls/112722
2023-09-22 15:45:05 +02:00
Hans Goudey
8954b70d49 Cleanup: Small changes in node interface item addition
- Use `StringRef` over `StringRefNull`, since it handles `nullptr` in
  its constructor and gives more flexibility about the string's source.
- Change `const char *` to `StringRef` as well, for improved ergonomics
  and efficiency.
- Move `add_interface_socket_from_node` to a .cc file. It's not small
  or performance sensitive enough to be inlined.
- Avoid allocating empty strings for item descriptions.
- Allocate with `BLI_strdupn` to avoid unnecessary `strlen` calls.
- Move a bit more code into a proper namespace.

Pull Request: https://projects.blender.org/blender/blender/pulls/112721
2023-09-22 15:43:59 +02:00
Hans Goudey
8a9dad1f2c Cleanup: Remove unnecessary struct keyword from newly C++ headers
Also remove `void` in `(void)`.
2023-09-22 08:08:19 -04:00
Philipp Oeser
8094309474 Fix: Changing theme color for recent additions doesn't save
affected were:
- VSE Transition color
- Enum Highlighting color

which missed version bumps from 5f0a8759b0 / a7ad0ad8fb.

Similar to 179c419115.

Pull Request: https://projects.blender.org/blender/blender/pulls/112615
2023-09-22 12:13:32 +02:00
Campbell Barton
5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
31aa6fa073 Cleanup: various non-functional C++ changes 2023-09-22 10:52:40 +10:00
Campbell Barton
6a8fc659ba Cleanup: spelling in comments 2023-09-22 10:02:05 +10:00
Hans Goudey
ef5e57bbff Cleanup: Move softbody.c to C++
See #103343.

We had attempted to move the file to C++ twice before but found failing
tests each time. To find the code with changed behavior between C and
C++, I temporarily added a header declaring all the functions and moved
them one by one. The problem ended up being one function's use of `exp`
which used floats instead of doubles in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/112693
2023-09-22 00:34:17 +02:00
Sybren A. Stüvel
f0c89afb76 Anim: move creation of default bone collection to the Shift+A operator
Instead of adding the default "Bones" bone collection to every Armature
data-block, only add it for Armatures that are added in the 3D View with
Shift+A > Armature.

This simplifies things like importers, which otherwise would have needed
to remove that default collection before creating the imported ones.

Additionally, this also ensures that the one bone you get by default is
actually assigned to the default bone collection.
2023-09-21 17:09:25 +02:00
Julian Eisel
998e8d0ef6 Asset shelf: Improved region height snapping behavior
Rather than always snapping the region size to the closest multiple of
the row height, remember the amount of rows displayed after the user
resized the region, and try to preserve that. This gives a lot more
predictable behavior, especially when the "Show Names" option is toggled
on and off, and the region resizes in response. With the old method the
amount of visible rows could change multiple times while toggling.

This also enables us to clamp the amount of rows (e.g. while the preview
size is increased and the region becomes too large for the area; or,
when a catalog tab is activated with fewer assets and thus fewer rows)
but still restore the amount of rows the user chose earlier, as soon as
possible.

Part of #107881.

Pull Request: https://projects.blender.org/blender/blender/pulls/112637
2023-09-21 15:08:26 +02:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Lukas Tönne
b00c2f9ac4 Fix #112622: draw_color_simple is optional for custom nodes
Use magenta fallback color for sockets without a `draw_color_simple`
callback. This is not ideal, but without a context or node instance
the older `draw_color` callback can't be used.

Pull Request: https://projects.blender.org/blender/blender/pulls/112658
2023-09-21 11:25:55 +02:00
Jacques Lucke
6d75649076 Fix: assert when inserting simulation or repeat zone 2023-09-20 18:03:48 +02:00
Jacques Lucke
3eb7e453e4 Nodes: add internal node zone type
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.

Pull Request: https://projects.blender.org/blender/blender/pulls/112531
2023-09-20 14:40:56 +02:00
Hans Goudey
0fd0539f04 Cleanup: Rename grease pencil function to access layer at index
The plural was confusing when only one layer was returned.
2023-09-20 08:39:30 -04:00
Hans Goudey
774b9607c9 Cleanup: Resolve const correctness in grease pencil API
It was possible to access a mutable drawing from a const GreasePencil
object. This sort of mistake is possible because DNA requires using raw
pointers.
2023-09-20 08:28:08 -04:00
Campbell Barton
fb81c37077 Cleanup: avoid redundant strlen calls 2023-09-20 12:11:33 +10:00
Hans Goudey
a531d19b3d Cleanup: Group forward declarations at top of geometry set header 2023-09-19 13:49:04 -04:00
Iliya Katueshenock
6358c5f97c Cleanup: Support value of rotation socket
No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112473
2023-09-19 19:42:55 +02:00
Julian Eisel
974d70918b RNA/BPY: Replace asset_library_ref with asset_library_reference
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
2023-09-19 16:27:07 +02:00
Julian Eisel
733e4d827a Refactor: Use asset representation from context instead of asset handle
f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.

Part of #102877 and #108806.
2023-09-19 15:43:56 +02:00
Julian Eisel
f6a6b27ac1 Assets: Expose asset representation in context RNA/BPY
Makes the asset representation type available in RNA/BPY context
whenever the asset handle type is, so that it can be used instead. See
d04cd3f3e6. With this change we can now replace virtually all usages of
the asset handle type in Python with the asset representation. (Only for
the asset view template we require a collection property taking asset
handles still, for internal reasons.)

Idea is now to first get rid of all usages of asset handle in Python,
so that there's almost no need for further compatibility breaking
changes (unsure if the asset view template can be removed for 4.0
already though). Internal hacks related to it can be removed at any time
still.

Part of #102877 and #108806.
2023-09-19 14:40:01 +02:00
Jeroen Bakker
3a4c238d50 Command Line: Remove Disabling SSBO
Blender has the option to disable SSBO support. This was accessible
as a command line option `--debug-gpu-disable-ssbo`.

Blender 4.0 has a hard requirement for OpenGL 4.3 which includes
SSBO support by default.

This PR removes the command line option as it makes no sense to
have it anymore.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112571
2023-09-19 14:22:32 +02:00
Lukas Tönne
78315faf8f Fix #112490: Always draw socket icons in "hidden" nodes
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.

This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.

Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112520
2023-09-19 10:47:21 +02:00
Campbell Barton
085b094f18 Cleanup: use const arguments & variables 2023-09-19 11:09:20 +10:00
Campbell Barton
f952e9768d Cleanup: add "_safe(..)" suffix to BLI_str_utf8_as_unicode_step
This makes it clearer other "safe" functions should be used in
combination with the resulting offsets.

Also correct doc-string which wasn't updated from the "or_error()"
version of this function.
2023-09-18 15:07:09 +10:00
Campbell Barton
b091195a8a Fix text editor cursor motion with tabs
- Moving the cursor to the beginning/end of the line didn't work
  with word-wrap enabled.
- Moving the cursor up/down without word-wrap enabled
  didn't maintain the column.

Resolve using column conversion functions with tab support.
2023-09-18 12:11:07 +10:00
Campbell Barton
108dad4e52 BLI_string: prevent buffer overflow for BLI_str_utf8_offset_* functions
Strings that include Latin1 encoding or corrupt UTF8 byte sequences
could read past the buffer bounds (stepping over the null terminator).

Resolve by passing in the string length.

Other changes to support non-UTF8 byte sequences:

- BLI_str_utf8_offset_{to/from}_index were accumulating
  the UTF8 offset without accounting for non-UTF8 characters
  which could cause a buffer underflow or enter an eternal loop.

- BLI_str_utf8_offset_to_index would read past the buffer bounds if the
  offset passed in if it was in the middle of a UTF8 byte sequence.
2023-09-18 11:47:34 +10:00
Hans Goudey
2fac2228d0 Cycles: Use Blender headers to access geometry data, avoid copy
Since 34b4487844, attributes are always made mutable when
accessed from the RNA API. This can result in unnecessary copies, which
increases memory usage and reduces performance.

Cycles is the only user of the C++ RNA API, which we'd like to remove
in the future since it doesn't really make sense in the big picture.
Hydra is now a better alternative for external render engines.

To start that change and fix the unnecessary copies, this commit
moves to use Blender headers directly for accessing attribute and
other geometry data. This also removes the few places that still had
overhead from the RNA API after the changes ([0]) in 3.6. In a simple
test with a large grid, I observed a 1.76x performance improvement,
from 1.04 to 0.59 seconds to extract the mesh data to Cycles.

[0]: https://wiki.blender.org/wiki/Reference/Release_Notes/3.6/Cycles#Performance

Pull Request: https://projects.blender.org/blender/blender/pulls/112306
2023-09-18 02:50:09 +02:00
Harley Acheson
6a76696faf Cleanup: Make format
Formatting changes from Make Format
2023-09-17 11:06:16 -07:00
Campbell Barton
edc47d3d5a Cleanup: split ID property access into get/ensure functions
- Add IDP_EnsureProperties,
- Remove create_if_needed argument from IDP_GetProperties.

Split access & creation so intention reads more clearly without
looking up function arguments.
2023-09-17 12:16:40 +10:00
Harley Acheson
636f3697ee UI: Window Title With Version
Include blender version information in title (including cycle), and
also indicate unsaved and dirty status better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111998
2023-09-16 02:37:06 +02:00
Philipp Oeser
72624f9678 Fix #112397: modifiers.execution_time doesn't work on curve objects
The `ScopedModifierTimer` would work for "real" curve modifiers, but was
skipping geometry node modifiers.
Now move it up so geometry node modifiers are included.

Pull Request: https://projects.blender.org/blender/blender/pulls/112420
2023-09-15 17:41:44 +02:00
Julian Eisel
728d47f3e4 Asset shelf: Use asset representation for asset shelf BPY methods
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
2023-09-15 16:17:44 +02:00