Commit Graph

98873 Commits

Author SHA1 Message Date
Clément Foucault
a8feb20e1c DNA: Move irradiance grid light cache data to Object level
This is the first step for refactoring the lightcache system.
Each probe instance (as in `Object`) will now store its own baked data.
The data is currently stored in uncompressed readable format.

This introduces two new operators for baking to avoid confusion with
the previous light baking pipeline. These do nothing other than
creating empty caches that will be populated by EEVEE later on.

The DNA storage is made to be able to include multiple caches
in case of baked simulation over time but it isn't yet supported.

I prefer to keep the implementation simple for now as the long term
goals for this feature are uncertain.
There is still a type flag (`LightProbeObjectCache.cache_type`) that
will be used for versioning.

The naming convention of structs is a bit weird but that's all I
found in order to avoid interfering with the old scene light cache
that is still used by (old) EEVEE.

Related task #106449.

Pull Request: https://projects.blender.org/blender/blender/pulls/106808
2023-04-17 17:12:19 +02:00
Germano Cavalcante
b1703bd902 Fix #107020: crash when canceling Sky Resize with mesh symmetry
Like `t->data` use calloc to `tc->data_mirror`.

This way you make sure that all values are properly initialized.
2023-04-17 11:32:36 -03:00
Sybren A. Stüvel
c041a36286 Fix #91966: Alembic/USD export ignores bone parent animation
For non-object parents (so bones & vertices), the parent is now also
explicitly checked for animation. In other words: having an animated
parent will cause the transform of the child to be written to Alembic/USD
on every frame (as if it is animated itself).
2023-04-17 16:21:39 +02:00
Bastien Montagne
b75b734969 Core: Memfile Undo: Optimize handling of 'no undo' IDs.
Do not read IDs from types flagged as 'no undo', whether they are local
or linked.

This should have no effect currently, since all 'no undo' ID types
currently are supposedly only local data anyways (Screen, WindowManager
and WorkSpace).
2023-04-17 16:08:41 +02:00
Bastien Montagne
915b8b6093 Core: Memfile undo: Add ID tag for IDs that are 'reused in place'.
These IDs kept their address, but their content has been replaced
(re-read from the memfile undo step). Add an ID tag to identify them.

As a further cleanup, systematically tag these IDs for despgraph COW,
since their data is effectively modified (though in practice all of
these IDs are expected to already have other update tags anyway).

No change in behavior is expected from this commit.
2023-04-17 15:46:21 +02:00
Bastien Montagne
a16bcb6576 Core: ID remapping: Do remap 'not owning embedded' ID pointers.
This should not have much effective consequences with current code, but
fixes potential missed remappings for e.g. some nodetree pointers in the
node editor, or the `parent` pointer of collections to a scene's master
collection.
2023-04-17 15:46:21 +02:00
Clément Foucault
e45746591b Metal: Add new files for Storage Buffers support 2023-04-17 14:12:32 +02:00
Hans Goudey
2a4323c2f5 Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.

This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.

The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.

Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.

Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
  similar to `.corner_verts`, etc. The period means that it the data
  shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
  of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
  `MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
Sybren A. Stüvel
f588a0596b Fix #106943: driver on inactive view layer doesn't work
Animation data (including drivers) on inactive view layers now work. The
removal of such view layers was too optimistic; they are now kept
around. The bases are still removed, mostly for safety sake and to keep
the changes to a minimum.

`scene_remove_unused_view_layers()` has been renamed to
`scene_minimize_unused_view_layers()` to reflect its new functionality.

For compatibility with assumptions in other areas of the code, the
function still ensures the input view layer is at index 0.

This also introduces a new function
`BKE_view_layer_free_object_content(view_layer)`, which is a subset of
the functionality of `BKE_view_layer_free()`.
2023-04-17 12:59:03 +02:00
Julian Eisel
fe7540d39a Cleanup: Define type for object type enum
Having a type defined allows the compiler to help with type safety. For
example we can use it in switches to trigger a warning when a new object
type is added but not covered by the switch yet (but probably should).
2023-04-17 12:39:42 +02:00
Sybren A. Stüvel
62d9e55eec Graph editor: fix box select when scene has annotations
The graph editor box select operator now works properly again, when there
is an annotation layer in the scene.
2023-04-17 12:15:24 +02:00
Sybren A. Stüvel
0ed0165eea Refactor: anim, simplify range check
Simple application of De Morgan's law. No functional changes.
2023-04-17 12:15:24 +02:00
Bastien Montagne
dfa42c614f Cleanup: UI messages fixes and tweaks. 2023-04-17 11:41:10 +02:00
Jacques Lucke
5491563e59 Fix #106982: crash with muted node
The lazy function for muted nodes did request inputs
even if they were not required.
2023-04-17 10:59:05 +02:00
Sybren A. Stüvel
6e59d0b20f Cleanup: document type of Scene::view_layers 2023-04-17 10:57:09 +02:00
Yuntoko
3a02d760f7 Python API: Expose background drawing argument for GPUOffScreen.draw_view3d
Currently, when using the python api for offscreen drawing, the
default background will always be rendered into the GPUOffScreen's
framebuffer, rendering the alpha channel essentially useless and
making it difficult to separate objects from the background.

This patch allows offscreen drawing of a 3d view with transparent
background by exposing an optional parameter to the python api,
enabling, for example, compositing the result over another image.

The new parameter to draw_view3d() is optional, with the default
value matching the previous behavior, so this change is fully

Pull Request: https://projects.blender.org/blender/blender/pulls/105748
2023-04-17 09:28:02 +02:00
illua1
15f464019a Geometry Nodes: avoid last buffer copy in Blur Attribute node
Previously, there was a "main" and "tmp" buffer and the final
result was expected to be in the "main" buffer. Now the two buffers
are called a and b and the final result can be in either of those.

This can improve performance especially if the number of iterations is low.

Pull Request: https://projects.blender.org/blender/blender/pulls/106860
2023-04-17 08:08:46 +02:00
Thomas Barlow
348f57bcec Fix #107017: Missing checks for #PyObject_GetBuffer success
`PyObject_GetBuffer` was used without checking that it was successful.
This could cause the code to access an incompatible or uninitialized
`Py_buffer`.

Add the missing checks, and clears the raised `PyExc_BufferError`
to silently fall back to accessing the PyObject as a sequence.
2023-04-17 16:07:20 +10:00
Jacques Lucke
1d8389cd09 Fix: missing cache to get evaluated positions
Without this, there is a crash in the
`geo_node_geometry_test_duplicate_elements_curve_points` test in
a debug build. This was broken in 7bd7043a74.
2023-04-17 06:32:30 +02:00
Campbell Barton
c7d80b8c70 Fix crash saving an image when ImageOutput::open fails
Saving a PNG into path without write access would crash,
caused by recent move to OIIO.
2023-04-17 13:31:10 +10:00
Campbell Barton
0b1fb22f69 Fix screenshot path defaulting to the root directory for unsaved files
Using a "//" prefix resolves to the root directory which isn't a good
default as it typically doesn't have write permissions.
Only set the name and let the file selector pick a directory to use
(matches how saving from the text editor works).
2023-04-17 13:31:08 +10:00
Campbell Barton
153cb7e1df Cleanup: remove inline checks for GPU front-buffer reading
Add WM_window_pixels_read & WM_window_pixels_read_sample that
use front-buffer pixel reading when supported.

Note that direct access to reading from the front-buffer is still needed
for writing thumbnails - where redrawing can cause problems
(see code-comments).
2023-04-17 12:28:56 +10:00
Campbell Barton
e78c3c9d96 Docs: comments for disabling the front-buffer & view3d offset correction
Expand on why front-buffer support is always disabled on Wayland &
why viewport orbit around selection offset correction isn't used for
perspective views.
2023-04-17 12:27:34 +10:00
Hans Goudey
7bd7043a74 Fix #106927: Crash when removing handle position attribute
Bezier curve position evaluation expects the handle position attributes
to exist and doesn't handle the case where they don't. Swith to using
a utility function to evaluate each curve type so Bezier evaluation can
stop early in that case.
2023-04-16 21:34:35 -04:00
Erik Abrahamsson
2fade47a9d Fix: Transform geometry node doesn't translate volumes correctly
Fixes a bug introduced in b0b9e746fa.
The volume transformation matrix is multiplied in the wrong order
which means the grid scale is applied on the translation.
2023-04-17 03:10:40 +02:00
Henry Chang
bd86e719ab UI: Sculpt Paint tool defaults #97616 #105759
Default settings changed for Sculpt mode's
Paint Brush, Smear Brush, and Smear Brush.

~~This includes updates of PR review #105691.~~

Updated to only include commits relevant to this PR.

Reviewed by: Joseph Eagar & Julian Kaspar
Pull Request: #105759
2023-04-16 15:24:47 -07:00
Joseph Eagar
4563a47ac5 Squashed commit of the following:
commit 7aa5e65dcbda862dcb17ecfc6727eb241a12c316
Merge: c08a9ec19f 7c9e493da55
Author: Joseph Eagar <joeedh@gmail.com>
Date:   Sun Apr 16 15:11:53 2023 -0700

    Merge branch 'main' of https://projects.blender.org/ChengduLittleA/blender into ChengduLittleA-main

commit 7c9e493da55a4adbfa2415b711e6d0daa2720ad9
Author: YimingWu <xp8110@outlook.com>
Date:   Fri Mar 31 17:46:32 2023 +0800

    Fix #106358: Handles null evaluated object when entering sculpting workspace.

    The setup where everything in the scene is invisible/not enabled could
    trigger a crash when switched to sculpting workspace, triggered when
    opening the file.

    This patch handles such situation.
2023-04-16 15:14:11 -07:00
Tianhui-Huang
45ef51d0fb Fix #106242 "Edit Dyntopo Detail Size" status bar missing info
Fixed issue#106242 "Edit Dyntopo Detail Size" status bar missing info

Pull Request: https://projects.blender.org/blender/blender/pulls/106476
2023-04-16 23:54:48 +02:00
illua1
9d4949f80b Cleanup: Reduce nesting in node.cc
Decompose most of the nesting in the code to make the code
more consistent along the line of program execution.
Mainly achieved through:
- Remove redundant else
- Invert condition
- Add temporary variable to redistribute and name conditions

Pull Request: https://projects.blender.org/blender/blender/pulls/105509
2023-04-16 22:53:09 +02:00
Harley Acheson
de7e3454fb UI: Capabilities Flag for Clipboard Image copy/paste
This adds an WM_capabilities_flag to indicate that a platform
implements support for copying and pasting images using a shared
clipboard.

Pull Request: https://projects.blender.org/blender/blender/pulls/106990
2023-04-16 21:04:55 +02:00
Hans Goudey
254d148458 Fix: PLY export behavior with multiple meshes
A few fixes included here:
- Use `reserve` properly to add space after the first mesh
- Add to the end of the UVs array instead of replacing it for every mesh

Also, a cleanup/simplification:
- Split face size and face vertex loops, they are independent

Pull Request: https://projects.blender.org/blender/blender/pulls/106967
2023-04-16 20:00:16 +02:00
Campbell Barton
e1571cb105 Cleanup: correct terms, spelling in comments 2023-04-16 20:41:22 +10:00
Campbell Barton
5f40118899 Cleanup: rename GPU_offscreen_read_{pixels=>color} noted as a TODO 2023-04-16 20:38:19 +10:00
Campbell Barton
6cc2c16d06 Fix #106264: Color picker broken with Wayland & AMD GPU
- Use off-screen drawing when reading from the front-buffer isn't
  supported.

- Add a capabilities flag for reading the front-buffer which is always
  disabled on WAYLAND.

- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
  an off-screen buffer - use for color-picking a single pixel.
2023-04-16 20:16:54 +10:00
Campbell Barton
b827c8cd1e Fix #104385: Unexpected clipping in ortho view & orbit around selection
Orbit around selection didn't work well in orthographic views,
potentially causing viewport offset to drift during navigation
to the point content would be outside the far clipping range.

Resolve by aligning the view offset depth with the dynamic offset
being orbited around.
2023-04-16 16:24:41 +10:00
Campbell Barton
8afb8db66e Cleanup: spelling in comments 2023-04-16 16:24:38 +10:00
Campbell Barton
cffc9bdb93 Cleanup: quiet unused argument warning 2023-04-16 16:24:36 +10:00
Chris Blackbourn
b601ae87d0 UV: add overlapping island support for uv packing
From the UV Packing options, choose:

 "Merge Overlapped" / "Overlapping islands stick together"
2023-04-15 13:59:12 +12:00
Chris Blackbourn
e078419c9c UV: cleanup uv_parametrizer, simplify types 2023-04-15 10:58:18 +12:00
Chris Blackbourn
6a0b90bc92 Cleanup: move pre-rotation inside uv packing engine 2023-04-15 10:33:32 +12:00
Chris Blackbourn
1924045142 Cleanup: format 2023-04-15 10:04:07 +12:00
Jeroen Bakker
db47f82626 GPU: Add Texture Usage Parameter to GPUOffscreen.
Currently the Textures used for offscreen rendering don't have
the `GPU_TEXTURE_USAGE_HOST_READ` flag. But some cases it is
needed. This PR adds a parameter when creating an offscreen
buffer.

Other solution could be to add this flag to all textures, but
we chose not to do this as that reduces the amount of fine-tuning
options for Metal/Vulkan backends. GPU can store textures
differently based on its actual usage.

This option isn't available in the python API as we don't expect
add-on developers to fine-tune texture usages to this extent.

For convenience `GPU_TEXTURE_USAGE_ATTACHMENT` is by default
always added.

Pull Request: https://projects.blender.org/blender/blender/pulls/106899
2023-04-14 22:02:51 +02:00
Joseph Eagar
b86fc55d30 Cleanup: Use Vector for passing lists of PBVHNodes around
Cleaned up sculpt code to store lists of `PBVHNodes` with
`blender::Vector` instead of simple pointer arrays.  This is much
simpler and eliminates memory leaks caused by forgetting to free
the result of `BKE_pbvh_search_gather`.

Notes:

* `BKE_pbvh_search_gather` is now `blender::pbvh::search_gather`.
* `FilterCache` and `ExpandCache` have ownership over their .nodes
  members; as a result they're no longer pure C structs and
  are allocated with `MEM_new`/`MEM_delete`.
* The word 'totnode' no longer occurs anywhere in
  `source/blender/editors/sculpt_paint`

Todo (not for this PR): create a new properly C++ task API for sculpt
      (with lambdas) and use it for brushes.

Pull Request: https://projects.blender.org/blender/blender/pulls/106884
2023-04-14 21:16:42 +02:00
Hans Goudey
15683d81be Fix: Mesh validate missing mesh polygon removal tags
This was done in a macro before 7966cd16d6.
2023-04-14 14:24:42 -04:00
Hans Goudey
8df6974a15 Fix #106879: Texture Node add search is broken 2023-04-14 13:52:13 -04:00
Hans Goudey
7d4edcfa68 Cleanup: Use consistent mesh vertex position names 2023-04-14 13:42:28 -04:00
Bastien Montagne
62548acb1a Cleanup: Re-organize our ID tags.
Re-organize ID tags in a more logical way, and keep their values
strictly increasing, splitting the free available ones in-between the
main groups (to avoid having to edit all tags values when adding a new
one).

Note that shuffling around these ID tags values should not be an issue
anymore, all of these are strictly run-time, and fully cleared in write
code when writing into a .blend file.

This also lead to the second cleanup, which is removing some asserts on
ID tag values in readcode, these are useless since the tag is cleared on
write.
2023-04-14 19:23:40 +02:00
Bastien Montagne
c43d493cce blendfile write: Fix handling of embedded IDs.
Embedded IDs did not benefit from any of the recent optimizations
(especially for undo case) when writing regular IDs (cleaning up of some
pure runtime data that would generate a lot of fake 'changed on undo'
status).

Now factor out of `write_file_handle` this part of the code generating
temp ID copy with cleaned-up data for writing, and expose it in BLO API
such that IDs owning embedded ones can also use it.
2023-04-14 19:20:58 +02:00
Bastien Montagne
910f60de4c Fix (unreported) wrong code in foreach_id code for Editors.
Code there was fairly naive and simple, missing some ID pointers,
sometimes improperly accessing non-ID data as IDs (usual dear Outliner
tree element usages of its 'ID' pointer...).

And code was especially quite severely broken in case these UI ID
usages were processed in a non-readonly context (i.e. if some of these
ID pointers were expected to be modified).

Code has been updated following existing very similar code in
`lib_link_workspace_layout_restore` from `readfile.cc`.
2023-04-14 19:06:58 +02:00
Bastien Montagne
495f679246 Fix (unreported) outliner readfile code doing invalid ID pointer reading.
Code re-reading new ID pointers addresses inside readfile process would
not ensure that the 'ID' pointer of the outliner's treestore element is
actually a real ID pointer, and not a 'fake' one.

Probably harmless in practice, though this could have potentially been
the cause of extremely random rare crashes or corruption...
2023-04-14 19:06:58 +02:00