This patch removes the Max Blur option from the Bokeh Blur node. The
reasoning is as follows.
- The option was unused in case of non-variable sized blur, which was
the default, so the option did nothing for the default case of the
node.
- The option was originally introduced to define the search window of
variable size blur. This is no longer the case, since we compute the
search window dynamically from the input using parallel reduction,
which is now very fast. So currently, it only works as an upper limit.
- The node options will be exposed as inputs, so the user will see two
inputs that control the radius, which can be confusing for users that
are not experienced.
- The plan is to make the node take absolute pixel sizes in the future,
instead of the arbitrary relative size now in place, which would make
it very easy for the user to impose such limits manually.
It is difficult to version this change, since the size is relative to
the image size, while max blur is in pixels. But we assume the user
chose a sufficiently large max blur for the node to be useful, so the
composite should not be expected to be drastically different.
Pull Request: https://projects.blender.org/blender/blender/pulls/138659
The use of `sprintf()` was causing compiler warnings on Apple's version
of Clang. This replaces those uses with `fmt::format_to_n()` from
libfmt, which is safer and silences those warnings.
Additionally, the format string given to `printf()` in debugging
functions for the path template unit tests was also causing warnings due
to type mismatch (long long vs long). This replaces those with
`fmt::print()`, which infers the correct type on its own, silencing
those warnings.
Pull Request: https://projects.blender.org/blender/blender/pulls/138660
Starting with C++20, `fmt::format` will process the format string at
compile time by default. We need to opt out in the cases where this is
not possible by using `fmt::runtime(...)`, like, for example, when using
our various translation utilities.
This mirrors prior commit e62aa986b2 and
fixes 2 cases that have slipped back in.
Pull Request: https://projects.blender.org/blender/blender/pulls/138640
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
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).
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
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
Moving the cyclic mode check into a separate function simplifies the
code. Avoiding an additional local variable to track the result, and
better encapsulates the behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138375
The old versioning code was not guarded in a `MAIN_VERSION_FILE_ATLEAST`
check and the RNA hard minimum was not updated to prevent setting this
to an invalid value.
Pull Request: https://projects.blender.org/blender/blender/pulls/138572
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
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
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
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.
Pull Request: https://projects.blender.org/blender/blender/pulls/136287
... if only a single view is enabled
Logic for touching placeholder files in `RE_RenderAnim` uses
`BKE_scene_multiview_filepath_get` (no matter if only a single view is
enabled), but logic in `BKE_image_render_write` falls back to using the
"regular" filepath (once gotten from `BKE_image_path_from_imformat`) if
there are less than two views.
That would also break the behavior of "Skip Overwrite".
Digging in git history is a bit hard, so not exactly sure why this was
added, but this PR changes behavior so that
`BKE_scene_multiview_filepath_get` is always used (even for a single
(non-empty) view. Done by implementing `RE_ResultIsMultiView`
Pull Request: https://projects.blender.org/blender/blender/pulls/138507
It would not use topological distances.
This was the case for Grease Pencil, Curves were right though (even
though both use the same code `curve_populate_trans_data_structs` /
`calculate_curve_point_distances_for_proportional_editing`)
So that calculation is actually right, the thing that made it fail for
Grease Pencil was that `init_proportional_edit` was calling
`set_prop_dist` with the `with_dist` argument as `true` [this would
overwrite the already calculated dist with the "plain", "non-
topological" distance again... leading to wrong values being used in
`calculatePropRatio`]
So to resolve, skip the `set_prop_dist` alltogether if T_PROP_CONNECTED
is used. Done for both Curves and Grease Pencil and move into own block.
Legacy Curve get their own codeblock (with a comment where their
topological distances are calculated).
Pull Request: https://projects.blender.org/blender/blender/pulls/138588
Part of #136993.
Share as much of the ShaderCompiler implementations as possible.
Remove the ShaderCompiler/ShaderCompilerGeneric split and make most of
its functions non virtual.
Move the `get_compiler` function from `Context` to `GPUBackend` and
creation/deletion to `GPUBackend::init/delete_resources`.
Add a `batch_cancel` function to `ShaderCompiler` (needed for the
GPUPass refactor).
As a nice extra, the multithreaded OpenGL compilation has become faster
too.
The barbershop materials + EEVEE static shaders have gone from 27s to
22s.
I have not observed any performance difference on Vulkan or Metal.
Pull Request: https://projects.blender.org/blender/blender/pulls/136676
Expand the already-existing safety margin to correct for the implosion
scenario, by a factor of 100x. That way it doesn't zoom in too much,
and makes it easy for an animator to zoom out again if necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/138235
This converts the public `uiItemL` function to an object oriented
API (`uiLayout::label`), 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/138608
While shaderc is a c++ library that normally requires debug libs
for ABI reasons, shaderc only exports a C interface, so it will
link release mode libs just fine even for debug builds.
This drops the time required for GPU_shader_compile_static in a
debug build from 5 mins to 3 sec for @pragma37
no changes for release configurations.
The goal is to separate the draw attribute request from the
CustomData implementation. For the layer index this was
already started a while ago; it's only used in a couple places
and lookups are mostly name based anyway.
Conceptually the attribute request is just a request that the
extraction system create a buffer for a certain attribute name.
Information about where the attribute is stored doesn't fit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138570
This adds basic templating support to render output paths. By putting
"{variable_name}" in the path string, it will be replaced by the named
variable's value when generating the actual output path. This is similar
to how "//" is already substituted with the path to the blend file's
current directory.
This templating system is implemented for both the primary render output
path as well as the File Output node in the compositing nodes. Support
for using templates in other places can be implemented in future PRs.
In addition to the "{variable_name}" syntax, some additional syntax is
also supported:
- Since "{" and "}" now have special meaning, "{{" and "}}" are now
escape sequences for literal "{" and "}".
- "{variable_name:format_specifier}", where "format_specifier" is a
special syntax using "#", which allows the user to specify how numeric
variables should be formatted:
- "{variable_name:###}" will format the number as an integer with at
least 3 characters (padding with zeros as needed).
- "{variable_name:.##}" will format the number as a float with
precisely 2 fractional digits.
- "{variable_name:###.##}" will format the number as a float with at
least 3 characters for the integer part and precisely 2 for the
fractional part.
For the primary render output path: if there is a template syntax error,
a variable doesn't exist, or a format specifier isn't valid (e.g. trying
to format a string with "##"), the render that needs to write to the
output path fails with a descriptive error message.
For both the primary and File Output node paths: if there are template
syntax errors the field is highlighted in red in the UI, and a tooltip
describes the offending syntax errors. Note that these do *not* yet
reflect errors due to missing variables. That will be for a follow-up
PR.
In addition to the general system, this PR also implements a limited set
of variables for use in templates, but more can be implemented in future
PRs. The variables added in this PR are:
- `blend_name`: the name of the current blend file without the file
extension.
- `fps`: the frames per second of the current scene.
- `resolution_x` and `resolution_y`: the render output resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/134860
Image prepass pass didn't initialize the retopology offset, resulting in
clip test failures on Vulkan. Users noticed that the cycles rendering
didn't update during rendering, only when finihsed.
Pull Request: https://projects.blender.org/blender/blender/pulls/138596
Similar to other listbase tree-elements, skip GP_EFFECT_BASE from
renaming. Otherwise it crashes in `str_utf8_copy_max_bytes_impl`
due to assigning some other value to const char stream.
Pull Request: https://projects.blender.org/blender/blender/pulls/138484
When a texture wrapper wraps a second texture it doesn't free its
local resources based on the previous texture. This resulted in texture
views still being used where the backed memory could already be reused
by other allocations.
In OpenGL this might be solved inside the driver by not freeing the
backed texture unless all views have been freed. However our Vulkan
backend doesn't do this, leading to crashes when resizing the viewport
when displaying a workbench volume. In OpenGL this could lead to small
resizing artifacts, although we haven't noticed them. Overlay also wraps
existing textures.
Pull Request: https://projects.blender.org/blender/blender/pulls/138582
Custom properties on pose markers in Actions were not handled properly
in the following ways:
- They were not written to or read from blend files, which resulted in
crashes (reported in #138201).
- They were not duplicated when the pose marker lists were duplicated
(during Action duplication), which would leave the duplicate marker
*sharing* custom properties with the marker it was duplicated from.
This PR fixes these issues by creating functions to handle the reading,
writing, and copying of marker lists which properly read/write/copy
custom properties as well, and using those functions in the relevant
places.
Pull Request: https://projects.blender.org/blender/blender/pulls/138494
`ImagePaintMode` `paint_bucket_fill` does a double colorspace conversion
atm. (which is a lossy process).
Since this is lossy, painting with the same color as was used for
filling can give slight differences (very noticable though if painting
e.g. bump maps).
For comparison, `ProjectionPaintMode` `paint_bucket_fill` (so in the 3D
viewport) does not suffer the same issue (it keeps track of both sRGB
brush color and a linear version of such color).
Currently `paint_2d_bucket_fill` expects linear space color values, so
for filling byte images, we first convert the brush color to linear
(`srgb_to_linearrgb_v3_v3`) then inside `paint_2d_bucket_fill`, we
convert back (`linearrgb_to_srgb_v3_v3`).
We can avoid the double conversion though, make `paint_2d_bucket_fill`
expect sRGB space color values and only convert to linear if we a
filling float images.
Pull Request: https://projects.blender.org/blender/blender/pulls/138540