Commit Graph

2765 Commits

Author SHA1 Message Date
Julian Eisel
c080604f63 Cleanup: Avoid unnecessary indentation level in region overlap function
Use `continue` top move pre-conditions for the iteration to the
beginning of the loop, rather than making the entire block conditional.
Reduces cognitive complexity since the pre-conditions are handled
clearly and early.
2023-12-06 21:07:41 +01:00
Julian Eisel
b4d6c231c5 Fix failing assert when hiding header with asset shelf available
Old code to prevent multiple overlapping regions at the same place,
wasn't handling the combination of bit flags and the alignment enum in a
single field correctly. Newly introduced flags for the asset shelf
exposed this.

Was asserting on startup for a Pets production file
(`010_0050.anim.blend`).

Steps to reproduce:
* Replace default cube with armature object
* Enter Pose Mode (makes asset shelf available for pose libraries)
* Hide 3D View header
2023-12-06 20:47:51 +01:00
Sybren A. Stüvel
42083c8357 Refactor: move ANIM_bone_collections.h into the .hh file
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.

No functional changes.
2023-12-05 15:10:27 +01:00
Harley Acheson
8933284518 UI: Icons for Area Join and Swap
Icons provided by Alexey Adamitsky to represent screen area join and
screen area swap.

Pull Request: https://projects.blender.org/blender/blender/pulls/115712
2023-12-02 20:08:01 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Ray Molenkamp
1b6cd937ff Cleanup: CMake: Modernize bf_imbuf dependencies
Pretty straightforward

- Remove any bf_imbuf paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115425
2023-11-25 23:37:24 +01:00
Ray Molenkamp
6b70c04724 Cleanup: CMake: Modernize bf_depsgraph dependencies
Pretty straightforward

- Remove any bf_depsgraph paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115422
2023-11-25 22:51:59 +01:00
Ray Molenkamp
ae25298774 Cleanup: CMake: Modernize bf_blenfont dependencies
Pretty straightforward

- Remove any bf_blenfont paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115365
2023-11-24 18:29:09 +01:00
Christoph Lendenfeld
f06fd85d97 Anim: Restrict range of fcurve_to_keylist
# Issue
Having a lot of keys in your scene can dramatically slow down the Dope Sheet.
That is because everytime the Dope Sheet is redrawn,
the Keylists have to be recomputed.
In the case of the summary channel, that means going through
all keyframes of all the `FCurves` and adding them to the keylist.
That eats up 95% of the time it takes to draw a frame.

# This PR
It's not a perfect solution, rather it solves the performance issue
for the case when you are not displaying all keys.
Instead of going through all the keys, only add the
keys visible in the view to the keylist.
This speeds up the Dope Sheet significantly
depending on the zoom level.

This also improves the responsiveness when selecting and transforming keyframes.

# Performance changes

The function measured is `ED_channel_list_flush`
which is responsible for building the keylists and drawing them.
The test setup contains 62 bones with all
10 channels keyed (location, rot quaternion, scale) on 6000 frames.
So 3.720.000 keys. The heavier the dataset the bigger the performance impact.

The data was recorded with only the Dope Sheet open, and 3 channels visible
* Summary
* Object
* Action

The more channels are visible, the greater the performance gain. This can be seen in the video.

| visible range | before | after |
| - | - | - |
| 200f | 250ms | 10ms |
| 400f | 250ms | 18ms |
| 3000f | 250ms | 130ms |
| 6000f | 250ms | 250ms |

Pull Request: https://projects.blender.org/blender/blender/pulls/114854
2023-11-23 16:37:32 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Harley Acheson
d0c073898a UI: Add Area Split Icons to Header Context Menu
With addition of area splitting icons in #114433,
also use them in Region Context menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/114935
2023-11-15 20:33:49 +01:00
Stefan Heinz
153dd76d22 UI: Icons for Horizontal and Vertical Split
Adding new icons to represent horizontal and vertical area splitting.

Pull Request: https://projects.blender.org/blender/blender/pulls/114433
2023-11-15 20:16:49 +01:00
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Richard Antalik
4d37fb80b1 Cleanup: Convert VSE headers from .h to .hh 2023-11-03 01:33:54 +01:00
Julian Eisel
6dcc394104 Merge branch 'blender-v4.0-release' 2023-10-31 15:38:21 +01:00
Julian Eisel
4f0258f549 Fix #113687: Asset shelf header overlaps labels without region overlap
If "Region Overlap" was disabled, the region coordinate calculations
would end up placing the header on the bottom, taking space away from
the main asset shelf region. This is because the header was abusing the
`RGN_SPLIT_PREV` flag a bit, because it gave the desired behavior of
hiding the regions together. This worked well because the regions
wouldn't actually do the splitting when one used region overlap and the
other not. But disabling region overlap would bring the splitting
usually enabled with the `RGN_SPLIT_PREV` flag.

This PR removes the `RGN_SPLIT_PREV` flag from the asset shelf header.
Instead a new flag is introduced to only enable the behavior of
`RGN_SPLIT_PREV` of hiding a region together with the previous one. So
the header stays at the top of the region, and labels stay visible.

The new flag is added to the `ARegion.alignment` flags, even though it's
more related to behavior than alignment. However this is more
convenient, and keeps it together with related flags.
2023-10-31 15:26:09 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Julian Eisel
2e1244f3cf Fix resizing asset shelf header edge not working without region overlap
If region overlap was disabled, the full background of the asset shelf
header would be drawn, unlike usually where we keep the space between
button sections transparent. But resizing the region by dragging wasn't
possible from the space between the button sections, even though the
header was fully opaque.

Button section drawing should only be respected when region overlap is
enabled.
2023-10-30 18:19:08 +01:00
Julian Eisel
02fb605f8a Cleanup: Don't unset region visibility in unrelated WM function
`WM_draw_region_free()` should manage region-draw data, and not change
region state. This should be done by normal region state management
functions. Especially for a flag like `ARegion::visible` which is just
the cached result of the region's visibility evaluation, not the proper
way to actualy manage the region visibility.
2023-10-30 12:40:00 +01:00
Julian Eisel
28a28b9a2c Cleanup: Rename region visibility update function
The old name `region_subwindow()` wasn't really saying anything, and
basically had nothing to do with what the function actually did. Give it
a name that describes better what it does:
`region_evaluate_visibility()`.
2023-10-30 12:31:16 +01:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
Design task: #93551

This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.

Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.

Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.

**Procedural**

The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.

**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.

### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
  automatically   if there are mixed smooth vs. not smooth tags. Meshes
  now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
  triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
  controlling the sharp edge attribute. This means the mesh itself
  (without an object) doesn't know anything about automatically smoothing
  by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
  are removed, and are replaced by the simpler `Mesh.corner_normals`
  collection property. Since it gives access to the normals cache, it
  is automatically updated when relevant data changes.

Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609

### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
   results because face corner normals are used instead of interpolated
   vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
  which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
  Previously every edge was split before rendering, now it looks triangulated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Julian Eisel
e7abced86e Fix #113726: Unable to open N panel for the first time with click drag
View2D isn't initialized in these regions yet, which is a valid state
for hidden regions. So consider that when calculating the region zoom
factor in the region scale operator.
2023-10-19 15:44:16 +02:00
Campbell Barton
780bb012ce Fix integer overflow in ED_draw_imbuf_method
Prevent int overflow calculating the size of an image buffer.
2023-10-10 18:01:13 +11:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Harley Acheson
ec59d5eac0 Fix #113008: VIEW3D Header Overlap With No Transparency
Do not treat the VIEW3D Header as overlapped if fully opaque. This
allows opening the Header Context menu from any part of it when without
transparency.

Pull Request: https://projects.blender.org/blender/blender/pulls/113032
2023-10-09 18:55:17 +02:00
Campbell Barton
0e1eff96e2 Cleanup: use exec/invoke suffix for operator callbacks 2023-10-05 12:57:31 +11:00
Julian Eisel
1cb3b83d33 Fix division by zero when split regions are hidden
Code has special handling so that only the first of two split regions
needs to be flagged as hidden. If the second one is also flagged that
can have some unwanted side-effects. Code to add the region resizing
edges relied on the region visibility flags though, rather than the
visibility check that respects this handling of split region hiding. So
code would run that is only intended for un-hidden regions.
2023-09-27 12:08:09 +02:00
Jacques Lucke
c8cc169d6f Geometry Nodes: add Inspection Index to Repeat Zone
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.

In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/112818
2023-09-27 11:09:39 +02:00
Julian Eisel
73460903fa Asset Shelf: Transparent asset shelf header with background for buttons
Draw the background of the asset shelf header fully transparent, with an opaque
background with rounded corners behind sections containing buttons. This
reduces the visual space consumed by the asset shelf, and makes the header
follow a tabbed folder metaphor better. Also, this works much better with our
click-through feature, where transparent parts of regions without buttons are
passed through the region under it (we might want to consider unifying code
here a bit).

The edge to drag for region resizing respects the transparent sections.
When there is little space between sections, the sections get merged so that
there are no small gaps in the bar.

Part of #107881.

----

Note that the core of this is implemented in a generic way, so this can be
reused for other regions.

Pull Request: https://projects.blender.org/blender/blender/pulls/112241
2023-09-26 17:12:37 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Pablo Vazquez
05fc31f27f UI: Remove redundant "Context Menu" in menu titles
Context menus are a type of menu, like header menus, there is no need to mention
the type as part of the name since it is implied by context.

Pull Request: https://projects.blender.org/blender/blender/pulls/112662
2023-09-25 16:25:55 +02:00
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
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
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
bb7a220e89 UI: Improve/correct vertical widget positioning in header-like regions
There was code to vertically offset layouts in header-like regions to
ensure widgets are centered properly. It wasn't clear why this was
necessary so far. I noticed this is region alignment dependent though:
The offset is only needed when the upper region edge matches the upper
area edge. I'm not entirely sure if it is the edge drawing or a slightly
smaller drawable surface of the region (clipped to be 1px less than the
area height), think it is the latter. But either way, this offsetting
makes a lot more sense now. Fix is to only apply the offset for regions
sharing the upper edge with the area. Edges at the window differ a bit,
so the offset is not applied there.

Fixes the slightly off vertical positioning of widgets in the asset
shelf header.
2023-09-14 15:47:53 +02:00
Campbell Barton
c7cd1c8d0b Cleanup: use enum literals for space_type & region_type arguments
Also remove unique names for grease pencil keymaps.
There was not advantage in having separate names for each grease pencil
key-map.
2023-09-14 13:36:34 +10:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Amelie Fondevilla
6221ff436f GPv3: Jump to Selected/Previous/Next keyframe
Update of the following operators to take into account
grease pencil frames :
* SCREEN_OT_keyframe_jump, which jumps to the average
position of the selected frames, and
* ACTION_OT_frame_jump, which jumps to the previous/next
frame in the active channel.

Pull Request: https://projects.blender.org/blender/blender/pulls/111476
2023-09-11 12:32:01 +02:00
Julian Eisel
87aa34d801 UI: Let asset shelf header resizing affect the entire asset shelf
Users expect to be able to scale the uppermost edge of the asset shelf,
which actually belongs to the asset shelf header region only. So it
would only work to hide/unhide this. They expect this because they seem
like one region, but they are actually implemented as two (to have
separate layout and scrolling mostly).

This adds a region flag so that scaling a region can actually affect the
previous one instead. Something similar is already used for split
regions.

Part of #107881.
2023-09-08 17:51:58 +02:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.

This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
  Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
  patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.

No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111976
2023-09-06 00:48:50 +02:00
Campbell Barton
f99c6c8785 Cleanup: rename wmTimer struct members for clarity 2023-09-01 11:40:07 +10:00
Harley Acheson
b122faf705 UI: Consistent Menu/Block/Popup Content Ordering
All Content is shown in natural top-down order regardless of where it
is initiated.

Pull Request: https://projects.blender.org/blender/blender/pulls/109798
2023-08-31 20:24:53 +02:00
Harley Acheson
ca00c9aa3e UI: Header Status Text Changes
Draw status text in the Tool Settings bar if visible, rather than
Header.

Pull Request: https://projects.blender.org/blender/blender/pulls/111676
2023-08-30 18:59:17 +02:00
Nathan Vegdahl
172a6d65a6 Fix: update BKE bone layer visibility checks to use bone collections 2023-08-29 14:31:18 +02:00
Sybren A. Stüvel
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Julian Eisel
7fb58a33f0 Fix #111332: 4.0 files cannot be opened in 3.6, invalid region types
4.0 files now include asset shelf regions in 3D views. This region type is not
known to older Blender versions. So far, in such cases we would just change
the region type to be the first known region type and keep the region storage
otherwise. This was arbitrary, and in fact unsafe: the reused settings may
violate invariants/assumptions for a region type and worse, the
`ARegion.regiondata` can only be interpreted and correctly written to files
if the region type is known.

Make sure all invalid regions (regions where the type cannot be restored) are
removed on file read.

Committed to 3.6 release branch as e2d4403497.

Pull Request: https://projects.blender.org/blender/blender/pulls/111483
2023-08-29 14:10:43 +02:00
Bastien Montagne
5ba692898e I18N/UI messages fixes. 2023-08-28 18:02:31 +02:00
Campbell Barton
b274952694 Cleanup: move scene FPS calculation into it's own file
Defining ED_scene_* functions in screen_edit.cc didn't make much sense.
Also make ScreenFrameRateInfo a private struct.
2023-08-26 19:02:02 +10:00
Rawalanche
d86d2a41e0 Fix #94148: Top bar, Status bar Header Colors Differ from Theme Setting
Fixes the Top and Status bars having their specified theme colors
incorrectly modified by highlight effect intended for active editor
headers only

Pull Request: https://projects.blender.org/blender/blender/pulls/111265
2023-08-26 00:16:20 +02:00