Commit Graph

46345 Commits

Author SHA1 Message Date
Clément Foucault
617858e453 GPU: Unified DataFormat enum
This unifies vertex and texture data formats
into a single base enum class.

`TextureFormat` and `VertexFormat` then mask
the invalid format for their respective usage.

Having a base enum allows casting between
`TextureFormat` and `VertexFormat` possible
(needed for Buffer Textures).

It also makes it easier to write and read data
to buffers/textures as each format will have an
associated host type.

These enum is generated from MACRO expansion.
This allow to centralize all information about
the formats in one place. This avoid duplicating
the list of enums for each backend.

This only creates the new enum. Porting older enums will
be done in other PRs.

Normalized integer CPU format are missing and waiting for #130640

Rel #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/138069
2025-05-13 17:08:32 +02:00
Christoph Lendenfeld
9ee5196db7 Refactor: Remove PBONE_VISIBLE and EBONE_VISIBLE macros
No functional changes intended.

This just replaces all calls to `PBONE_VISIBLE` and `EBONE_VISIBLE`
with appropriate functions.
In the case of editbones it is just the function that the macro already contained.
For pose bones, a new function was added that mirrors what the macro had.

Using a function will make it easier to change how selection is queried in the future.

part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/138819
2025-05-13 15:51:12 +02:00
Philipp Oeser
fba5e2ed58 Fix #138771: VSE Non-uniform scaling strip in Preview window broken
Caused by 4a11be2656

Seems like a copy-paste (using wrong axis in `image_transform_set`)

Pull Request: https://projects.blender.org/blender/blender/pulls/138807
2025-05-13 14:41:36 +02:00
Philipp Oeser
e951ea250a Fix #138727: Crash translating a strip without an active strip
Caused by 12f5ce7c85

Simple NULL check to prevent accesing non-existing act_strip

Pull Request: https://projects.blender.org/blender/blender/pulls/138753
2025-05-13 09:13:28 +02:00
Endor H
309ce182b8 Nodes: Allow dragging Group Inputs from the panel into the nodes editor
This patch adds support for creating Group Input nodes by dragging input sockets
and panels from the group interface tree-view in the side bar. This
significantly simplifies creating a Group Input node for a specific input when
there are lots of them.

These cases are supported:
* Dragging an input socket creates a Group Input node just for that socket.
* Dragging a panel without panel-toggle creates a Group Input node containing
  all sockets in the panel.
* Dragging a panel with panel-toggle creates a Group Input for the panel-toggle.
* Dragging a panel with panel-toggle while holding Ctrl creates a Group Input
  with the panel-toggle and all sockets in the panel.

This is supported in all node tree types.

Pull Request: https://projects.blender.org/blender/blender/pulls/137739
2025-05-13 07:17:48 +02:00
Jacques Lucke
1d99f6e7a9 Cleanup: Geometry Nodes: simplify accessing node group input index
This is the same approach as used in the Geometry Nodes modifier.
2025-05-13 05:48:49 +02:00
Jacques Lucke
f1aebcb353 Cleanup: Geometry Nodes: extract draw context struct for node group operator
This simplifies passing all these arguments recursively when panels are supported.
2025-05-13 05:44:24 +02:00
Jacques Lucke
d81a6e4a7b Cleanup: Geometry Nodes: wrong name in node group operator
This was likely copied from the Geometry Nodes modifier.
2025-05-13 05:34:40 +02:00
Jacques Lucke
1e071603a2 Cleanup: Geometry Nodes: simplify property name escaping 2025-05-13 05:31:01 +02:00
Hans Goudey
9edd645638 Fix #138790: Crash applying empty geometry node modifier on point cloud
Copying the point cloud is basically free in the scheme of things.
Better to do that than check if the output point cloud is the same.
2025-05-12 23:25:29 -04:00
Campbell Barton
b6b43339ef Cleanup: format 2025-05-13 13:21:10 +10:00
Jason C. Wenger
ae5b83e4ef Refactor: Nodes: frame node drawing
Removes an inconsistency where sometimes `bke::node_label` is used and sometimes
`node.label` to get the frame label.

Consolidates several duplicated formulas for computing the frame layout into a
single function.

Pull Request: https://projects.blender.org/blender/blender/pulls/138035
2025-05-13 05:17:09 +02:00
Campbell Barton
d859425cb3 Cleanup: differentiate object mode viewport selection types
For local struct types "Mesh" was used for both edit-mesh and
object-modes.

- Use "MeshObject" non edit-mesh selection (vertex paint selection).
- Use "Mesh" for edit-mesh types.

This follows existing naming convention: `do_lasso_select_meshobject`
for e.g.
2025-05-13 13:08:28 +10:00
Jacques Lucke
87f0ab292f Geometry Nodes: support menu type in Menu Switch node
Previously, it was not possible to switch a menu based on another menu. This
patch adds support for this.

Usually, menu sockets are drawn without the label in nodes currently. Now there
is one exception: the Menu Switch node when it switches another menu. If the
label is not shown, the UI is missing crucial information.

Pull Request: https://projects.blender.org/blender/blender/pulls/138704
2025-05-13 04:57:19 +02:00
Campbell Barton
7554126109 Fix: missing null check on Curve::str before freeing 2025-05-13 11:47:44 +10:00
Campbell Barton
094104651f Fix: crash if Curve::str was null when entering edit-mode
This is checked for null elsewhere, check on entering edit-mode too.
2025-05-13 11:32:23 +10:00
Campbell Barton
9deea7677f Cleanup: use doxygen doc-strings, correct file references in UI headers
Also move implementation note from doc-string into the body of the
function.
2025-05-13 11:14:27 +10:00
Campbell Barton
64a43fff20 Fix #138652: Crash editing an ID name after undo
Regression in [0] which missed updating the old-buttons data,
causing it to reference freed Main & ID pointers after undo.

Apply the same fix for uiBut::pushed_state_func.

[0]: 3e03576b09
2025-05-13 09:48:11 +10:00
Harley Acheson
87dcf4907a UI: Add Hide to Properties NavBar Item Context Menu
Add an item to hide the NavBar to the Context Menu for the items on the
NavBar.

Pull Request: https://projects.blender.org/blender/blender/pulls/138786
2025-05-13 00:57:10 +02:00
Guillermo Venegas
a017a6cc54 Refactor: UI: Replace uiItemO with class method uiLayout::op
This converts the public `uiItemO` function to an object oriented
API (`uiLayout::op`).
Also this rearranges `idname` paramether, since this the only one
required, and to make format similar to `uiItemFullO`

Note: One of the benefits of moving from a public function to class
method is to reduce API usage difference between C++ and Python. In
Python this method is called `UILayout::operator`, however `operator`
is a reserved keyword in C++.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138776
2025-05-12 22:14:38 +02:00
Clément Foucault
91dcea8efc Fix: UI: Invalid scissors in interface drawing
These were causing asserts on Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/138684
2025-05-12 17:49:16 +02:00
Jacques Lucke
dd47ee9e25 Nodes: show warning when a group output is unused
There are very rare use-cases for having multiple Group Output nodes. However,
it's something that's been supported for a long time and removing it may be a
regression for some. In practice, it's usually a mistake when someone has
multiple Group Output nodes.

This patch adds a simple warning on inactive Group Output nodes to help the user
notice this case.

Pull Request: https://projects.blender.org/blender/blender/pulls/138743
2025-05-12 16:13:57 +02:00
Hans Goudey
51ed527ab9 Fix #138718: Node tools crash on mesh with vertex groups
Caused by 0b891a68b1.
That commit didn't handle vertex groups correctly. They're provided by
the attribute API as "virtual" attributes that aren't backed by
individual custom data layers like "real" generic attributes, so they
don't have sharing info. Hopefully in the future this situation will be
improved, but in the meantime it's best to just just handle them more
explicitly.

Pull Request: https://projects.blender.org/blender/blender/pulls/138719
2025-05-12 14:56:51 +02:00
Philipp Oeser
df98fbe91b Fix #138613: Template Paths not resolved when using ALT+Click in Output
To resolve, add path template handling to `BUTTONS_OT_file_browse` /
`BUTTONS_OT_directory_browse`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138674
2025-05-12 12:47:49 +02:00
Christoph Lendenfeld
6a31554394 Anim: add extra poll checks to bone eyedropper
It was unclear when the bone eyedropper could be used
since it stayed active even though it would be impossible to pick something.

The limitation is that an armature has to be in pose or edit mode to pick from.
Since that is the case we can check in the poll function if the active
object is an armature and if that armature is either in pose or edit mode.

Follow up to: #138182

Pull Request: https://projects.blender.org/blender/blender/pulls/138498
2025-05-12 10:49:14 +02:00
Jacques Lucke
ddbd880fa9 Fix: Nodes: missing update after activating different group output 2025-05-12 04:37:52 +02:00
Campbell Barton
5e75a9c1e8 Cleanup: spelling in comments 2025-05-11 17:00:47 +10:00
Jacques Lucke
691a2be7f0 Nodes: improve frame label position
This changes two things:
* Take zone bounding box into account when computing frame dimensions.
* Move the label up a bit as it was too low before.

Pull Request: https://projects.blender.org/blender/blender/pulls/138705
2025-05-11 05:20:25 +02:00
Pratik Borhade
542f62f2c9 Fix: Outliner: Show NLA track count
Found this while reviewing !126839.
Right now icon is drawn for every nla track when collapsed. Similar to
other tree-elements, display total count of nla tracks.

Pull Request: https://projects.blender.org/blender/blender/pulls/138655
2025-05-11 03:37:19 +02:00
Jacques Lucke
be489aa71a Cleanup: use C++ type for TransCustomDataNode 2025-05-10 05:03:59 +02:00
Jacques Lucke
bf696320f6 UI: support detecting good width for searchbox
Sometimes, the default size of the search box is not wide enough for the items
it shows. Currently, we sometimes hardcode an extra width factor and rely on
automatic name shortening with `...`. Both options are not ideal because they
are either often too wide or are hard to read with shortened names.

This patch implements an alternative solution. It adds a new function that
computes a good width for the search box based on its content. A certain minimum
and maximum width are still enforced.

Right now, this feature is only used in the Ctrl+F search in node editors, but I
guess it makes sense in most search boxes.

This also fixes #138641. While it's nice to have ways to use shorter search
terms, the search box should generally be able to deal with long items too.

Pull Request: https://projects.blender.org/blender/blender/pulls/138653
2025-05-10 04:48:30 +02:00
Jacques Lucke
1e23f9235c Nodes: highlight frame that nodes will be attached to
Previously, it was somewhat difficult to know if a dragged node will be attached
to a frame or not. This patch highlights the frame that dragged nodes will be
attached to which removes the guesswork. This is similar to how we highlight the
link that a dragged node will be inserted onto.

Pull Request: https://projects.blender.org/blender/blender/pulls/138648
2025-05-10 04:44:23 +02:00
Jacques Lucke
99a2589217 Nodes: use alternating frame colors
Previously, nested frames were very hard to see and therefore to work with. This
patch solves this by alternating between two different frame colors depending on
the nesting depth.

Custom colors can still be used like before. There is still a single theme
option. The alternating color is derived from that.

Pull Request: https://projects.blender.org/blender/blender/pulls/138649
2025-05-10 04:37:21 +02:00
Guillermo Venegas
858abf43c3 Refactor: UI: Replace uiItemFullR with class method uiLayout::prop
This converts the public `uiItemFullR` function to an object oriented
API (an overload of `uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138683
2025-05-10 03:39:31 +02:00
Harley Acheson
c9e7136161 UI: Turn Off Ability to Drag Properties NavBar Away
The Properties NavBar region can be resized by dragging an edge, but
this only allows either normal width or hidden. The edge is along the
line of category tabs and it is extremely easy to hide the region
rather than select a tab. This PR remove the ability to drag the edge,
but adds a "Hide" option to the region's context menu. It also leaves
the triangular disclosure widget visible while hidden so that it can
be shown again.

Pull Request: https://projects.blender.org/blender/blender/pulls/138628
2025-05-10 02:53:56 +02:00
Hans Goudey
8ac48880e7 Point Cloud: Move "Random" default primitive creation to operator
Previously all new point clouds created in the main database would
have the random 400 points. Now that's only the point cloud created
from the add menu.

Similar to f98d74c80d.

Pull Request: https://projects.blender.org/blender/blender/pulls/138685
2025-05-10 02:24:18 +02:00
Harley Acheson
2d72475d62 Fix #138661: Ensure Correct SubType After Stacked Fullscreen
Going from fullscreen to temporary fullscreen (usually file browser),
and back, is AREA_FLAG_STACKED_FULLSCREEN. In this case we need to
ensure that we restore the last-used area subtype and not just the zero
base type.

Pull Request: https://projects.blender.org/blender/blender/pulls/138682
2025-05-09 20:51:38 +02:00
Habib Gahbiche
58ebe99d9d Fix: Compositor: Incorrect viewer is activated
In some cases, multiple viewers can be active and the active viewer is
not the desired one. This is only a problem for the compositor

The fix has two parts:
1. Tag the node tree as changed after the output changes. This solves
 the issue of two viewers being active at the same time
2. Deactivate all other viewers before activating the desired viewer
node (similar to how `NODE_OT_activate_viewer()` works). This ensures
that the only active viewer is the one that the user just set.

Pull Request: https://projects.blender.org/blender/blender/pulls/138671
2025-05-09 18:07:05 +02:00
Jacques Lucke
d9b91c73e3 Core: use template for BKE_id_new
This is the same change as e09ccc9b35 but for `BKE_id_new`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138667
2025-05-09 16:13:25 +02:00
Sergey Sharybin
7ceb4495c5 Refactor: OpenColorIO integration
Briefly about this change:
- OpenColorIO C-API is removed.
- The information about color spaces in ImBuf module is removed.
  It was stored in global ListBase in colormanagement.cc.
- Both OpenColorIO and fallback implementation supports GPU drawing.
- Fallback implementation supports white point, RGB curves, etc.
- Removed check for support of GPU drawing in IMB.

Historically it was implemented in a separate library with C-API, this
is because way back C++ code needed to stay in intern. This causes all
sort of overheads, and even calls that are strictly considered bad
level.

This change moves OpenColorIO integration into a module within imbuf,
next to movie, and next to IMB_colormanagement which is the main user
of it. This allows to avoid copy of color spaces, displays, views etc
in the ImBuf: they were used to help quickly querying information to
be shown on the interface. With this change it can be stored in the
same data structures as what is used by the OpenColorIO integration.
While it might not be fully avoiding duplication it is now less, and
there is no need in the user code to maintain the copies.

In a lot of cases this change also avoids allocations done per access
to the OpenColorIO. For example, it is not needed anymore to allocate
image descriptor in a heap.

The bigger user-visible change is that the fallback implementation now
supports GLSL drawing, with the whole list of supported features, such
as curve mapping and white point. This should help simplifying code
which relies on color space conversion on GPU: there is no need to
figure out fallback solution in such cases. The only case when drawing
will not work is when there is some actual bug, or driver issue, and
shader has failed to compile.

The change avoids having an opaque type for color space, and instead
uses forward declaration. It is a bit verbose on declaration, but helps
avoiding unsafe type-casts. There are ways to solve this in the future,
like having a header for forward declaration, or to flatten the name
space a bit.

There should be no user-level changes under normal operation.
When building without OpenColorIO or the configuration has a typo or
is missing a fuller set of color management tools is applies (such as the
white point correction).

Pull Request: https://projects.blender.org/blender/blender/pulls/138433
2025-05-09 14:01:43 +02:00
Jacques Lucke
4acd6d46d4 UI: rename Tooltip Label to Quick Tooltip
Change the mentions of "tooltip label" to "quick tooltip" to make this feature more
universally useful. The new name was suggested in #138583.

Pull Request: https://projects.blender.org/blender/blender/pulls/138639
2025-05-09 13:34:35 +02:00
Pratik Borhade
3b1b05ded8 UI: Outliner: Show Grease Pencil vertex groups
GP vertex group been missing in outliner. It seems we just need to adjust
the condition to include them.

Pull Request: https://projects.blender.org/blender/blender/pulls/138474
2025-05-09 11:53:48 +02:00
Jacques Lucke
efefb16d4b Nodes: draw frame outline over zone backgrounds
Previously, the outline of frames was sometimes unexpectedly invisible.
The solution is to draw the frame outlines together with the zone outlines
after all the zone and frame backgrounds have been drawn already.

Pull Request: https://projects.blender.org/blender/blender/pulls/138645
2025-05-09 05:47:30 +02:00
Campbell Barton
cab63d272c Cleanup: rename str_len to str_maxncpy
By convention str_len excludes the nil terminator.

Also assert the increment is a single unit as larger numbers aren't
supported (or needed currently).
2025-05-09 12:34:41 +10:00
Jacques Lucke
a03d0fd512 Nodes: show node errors tooltip faster
The idea here is to use `UI_but_func_tooltip_label_set` which has a shorter
duration until the tooltip shows (besides also being easier to use). It does
seem like it makes sense to use it here, because the only purpose of the error
icon is to hover over it. Therefore, one shouldn't have to wait for long until
the tooltip shows.

Pull Request: https://projects.blender.org/blender/blender/pulls/138583
2025-05-09 04:07:54 +02:00
Jacques Lucke
4a760c1a70 Nodes: show link errors directly on link
Previously, we had shown link errors on the target node as part of the node
warning system. While better than not showing any information about invalid
links (as was the state before that), it's still not ideal because it's easy to
miss when just looking at the link.

This patch adds an error icon in the middle of the invalid link. When hovering
over it, it shows the error text. When the middle of the link is not in view but
part of the link is, then the error icon will also stay visible.

Pull Request: https://projects.blender.org/blender/blender/pulls/138529
2025-05-09 04:06:00 +02:00
Guillermo Venegas
38c08b515f UI: Allow drag multiple files from Blender File Browser
After c00c8b1b37 its possible to handle drag-n-drop with multiple
paths, this commit enables Blender internal File Browser to have
support to start drag events with multiple files.

Pull Request: https://projects.blender.org/blender/blender/pulls/116474
2025-05-08 23:56:38 +02:00
Harley Acheson
40b64f7cb9 UI: Adjust Hitsize for Properties NavBar Region Edge
Recent increases in region edge hit sizes, to work better with tablet
pens, made the hitspace for Properties NavBar encroach into the tab
space. This PR just narrows it and moves it away from the tabs.

Pull Request: https://projects.blender.org/blender/blender/pulls/138622
2025-05-08 21:47:02 +02:00
Guillermo Venegas
dafdced6ab Refactor: UI: Replace uiItemR with class method uiLayout::prop
This converts the public `uiItemR` function to an object oriented
API (`uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138617
2025-05-08 20:45:37 +02:00
Harley Acheson
9741ced8c0 UI: Hover Increment/Decrement For Strings & Toggles
This is loosely related to #136285, which allows changing numerical
values while in text entry mode. Outside of that, just hovering over
numerical inputs we are currently able to increment and decrement by
Ctrl + Mouse Wheel. This works for integers, floats, sliders. Current
code also allows cycling through expanded enums. This PR extends that
so Ctrl + Mouse Wheel also changes toggles and checkboxes and also
changes values inside of strings.

Pull Request: https://projects.blender.org/blender/blender/pulls/138344
2025-05-08 19:52:56 +02:00