Commit Graph

78140 Commits

Author SHA1 Message Date
Pablo Dobarro
bd84b2cbcc Fix Sculpt Vertex Colors sample color changing brush alpha
It is not practical to change the alpha of the paint color with the
color picker as with the current brush design alpha is the main strength
control for the brush.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8208
2020-07-09 17:42:27 +02:00
Pablo Dobarro
13b1374497 Fix crash when using Mask by Color in Multires
Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8207
2020-07-09 17:41:14 +02:00
Szymon Ulatowski
9de09220fc EEVEE: Implement the missing Sky texture
I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.

There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D7108
2020-07-09 17:31:36 +02:00
Jacques Lucke
42c99ec15b BLI: rename rand.c to rand.cc 2020-07-09 16:37:44 +02:00
Jacques Lucke
580d50091c Particles: Create a simulation state for every Particle Simulation node
Every Particle Simulation node has a name (or a path when it is in a node group).
This name has to be used in the Simulation modifier on a point cloud to see
the particles.

Caching has been disabled for now, because it was holding back development
a bit. To reset the simulation, go back to frame 1.

Currently, there is no way to influence the simulation. There are just some
randomly moving points. Changing that is the next step.
2020-07-09 15:40:27 +02:00
Jacques Lucke
31ad43a3c7 Blenloader: make BLO_read_data_address work in C++ 2020-07-09 15:29:25 +02:00
Brecht Van Lommel
544c435fdd Fix T78745: Cycles error baking with multiple materials 2020-07-09 12:28:33 +02:00
Bastien Montagne
8ddf7556a5 Fix T78718: Crash when deleting particle system modifier with the X Shortcut.
Duplication and deletion code of modifiers was totally wrong for
particle system, that special weird thing needs its own custom
management.

Note that for now I chose not to duplicate the particle settings ID when
duplicating the modifier...
2020-07-09 11:46:28 +02:00
Campbell Barton
ea5fe7abc1 UV: path selection support
This adds support for path selection for vertex edge & face selection
modes, matching mesh editing behavior, useful with the UV rip tool.

Region select & edge tagging are currently not supported,
although they could be added eventually.
2020-07-09 18:43:23 +10:00
Campbell Barton
0b8221683f BMesh: add utility functions
- BM_edge_uv_share_vert_check
- BM_face_uv_calc_center_median_weighted
- BM_loop_at_index_find
2020-07-09 18:23:16 +10:00
Campbell Barton
0b3bf69d3c Cleanup: move BMesh UV queries into their own file 2020-07-09 13:33:15 +10:00
Campbell Barton
754c5d6a14 Cleanup: clang-format 2020-07-09 13:29:48 +10:00
Jacques Lucke
31bc76ea4e Cleanup: remove unnecessary calls to as_span
This uses the new implicit conversions and constructors
that have been committed in the previous commit.

I tested these changes on Linux with gcc and on Windows.
2020-07-08 22:30:23 +02:00
Jacques Lucke
403384998a BLI: improve constructors and conversions to span
This allows us to avoid many calls to `as_span()` methods. I will
remove those in the next commit. Furthermore, constructors
of Vector and Array can convert from one type to another now.

I tested these changes on Linux with gcc and on Windows.
2020-07-08 22:27:25 +02:00
Jacques Lucke
4b85ed819d Cleanup: remove unused function
This is not necessary in C++17 anymore.
2020-07-08 20:41:00 +02:00
Jacques Lucke
f7d5d4ee3b Cleanup: use c++17 helper variable templates 2020-07-08 20:39:20 +02:00
Bastien Montagne
e4926c167b Fix T78718: Crash when deleting particle system modifier with the X Shortcut.
Again those backward pointers not properly flagged in RNA, hence
generating infinite loops.
2020-07-08 18:08:08 +02:00
Jacques Lucke
f4a39cafa1 Functions: add AttributesRef class
This is the same as MutableAttributesRef, but the data in it cannot be changed.
2020-07-08 17:05:52 +02:00
Jacques Lucke
439c238bb4 Cleanup: use different internal socket name 2020-07-08 17:05:52 +02:00
Jacques Lucke
05365d1376 Functions: support hashing MFDataType and CPPType 2020-07-08 17:05:52 +02:00
Bastien Montagne
cb3c4218bf Minor cleanup in rna override code. 2020-07-08 15:43:57 +02:00
Jacques Lucke
d1f4546a59 Functions: implement common subnetwork elimination optimization
This was the last of the three network optimizations I developed in
the functions branch. Common subnetwork elimination and constant
folding together can get rid of most unnecessary nodes.
2020-07-08 15:10:30 +02:00
Jacques Lucke
e3e42c00cb Functions: Support getting MFSocket based on its id 2020-07-08 15:10:30 +02:00
Jacques Lucke
2b9d62b73a Functions: Support accessing socket index of MFSocket 2020-07-08 15:10:30 +02:00
Jacques Lucke
34d175f372 Functions: initial hash/equals implementation for constant multi-functions 2020-07-08 15:10:30 +02:00
Jacques Lucke
840941215d Functions: allow multi-functions to override a hash and equals function 2020-07-08 15:10:30 +02:00
Jacques Lucke
ff133bbd33 BLI: add disjoint set data structure
This can be used to find separate islands in meshes efficiently (as is
done in cycles already). Furthermore, this helps to implement some
algorithms on node trees more efficiently.
2020-07-08 15:10:30 +02:00
Jacques Lucke
a8ff8b64dc BLI: add comparison operators and hash functions for float3, etc. 2020-07-08 15:10:30 +02:00
Jacques Lucke
45004d82e0 Functions: add dead node removal and constant folding optimization
Those optimizations work on the multi-function network level.
Not only will they make the network evaluation faster, but they also
simplify the network a lot. That makes it easier to understand the
exported dot graph.
2020-07-08 11:18:43 +02:00
Jacques Lucke
50d7c00d9c Cleanup: fix comment 2020-07-08 10:16:56 +02:00
Alexander Gavrilov
01c8aa12a1 Apply Modifier: support applying as shape key and keeping the modifier.
This can be useful to save the result of a cloth simulation as a
shape key without destroying the simulation, so it's possible to
e.g. re-run it to get other shapes, or simply use the new shape
key to start the simulation already in a draped state.

It also makes sense to allow applying as shape key even when the
mesh is shared, because the operation itself just adds a shape
key. To support this, split the apply operator into Apply and
Apply As Shapekey so that they can have different poll callbacks.

Differential Revision: https://developer.blender.org/D8173
2020-07-08 11:06:57 +03:00
Jacques Lucke
afcb41a0aa BLI: simplify copy constructor of Array 2020-07-07 20:32:40 +02:00
Jacques Lucke
8713109212 Cleanup: fix typo 2020-07-07 20:27:34 +02:00
Jacques Lucke
902ee4d13c Functions: cleanup loop that traverses the MFNetwork 2020-07-07 19:46:10 +02:00
Jacques Lucke
22158162ef Functions: add generic functions that output constants 2020-07-07 19:34:35 +02:00
Jacques Lucke
f4633cf46c BLI: simplify copy constructor of vector 2020-07-07 19:16:31 +02:00
Jacques Lucke
67042aa6a1 Functions: extend multi-function network api 2020-07-07 18:45:34 +02:00
Jacques Lucke
adfae89f96 BLI: provide access to underlying node in dot exporter 2020-07-07 18:40:42 +02:00
Jacques Lucke
a8627ea66d Functions: Add debug print and destruct callback to CPPType 2020-07-07 18:39:24 +02:00
Jacques Lucke
4990e4dd01 Nodes: Generate multi-function network from node tree
This adds new callbacks to `bNodeSocketType` and `bNodeType`.
Those are used to generate a multi-function network from a node
tree. Later, this network is evaluated on e.g. particle data.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8169
2020-07-07 18:23:33 +02:00
Clément Foucault
ff97545c50 Fix T75943 EEVEE: Cubemaps shows black
Caused by faulty driver implementation. Force fallback method.
2020-07-07 18:38:21 +02:00
Hans Goudey
1e2ff4f81b Cleanup: Add braces for clang tidy 2020-07-07 11:10:42 -04:00
Sergey Sharybin
0edf2fc128 BLI: Correct spin lock definition
The MSVC atomic function is defined for an unsigned type.

Not sure why this became an issue after switch to TBB by default,
maybe some CFLAGS changed to be more strict after that.
2020-07-07 16:51:03 +02:00
Germano Cavalcante
dad3de89dc Fix: remove accidental code
`v1` and `v2` are already set.
2020-07-07 11:27:23 -03:00
Jeroen Bakker
202e7ccaae Fix T77455: Blender Freezes when using the 3d Scale Gizmo
Issue is reported on Linux ith Intel HD6xx iGPU. Inside
`gpu_select_sample_query.c` the call to `glGetQueryObjectuiv` froze. After
bisecting this lead to the polyline shader. When using a 3d color shader
in stead of the polyline shader during selection seems to fix the issue.

Other parts of blender might also be effective, but I wasn't able to
freeze blender in these areas. When it does, we might want to add
a similar work-around to button2d, cage2d, cage3d & move3d, navigate.

Backport this patch to 2.83.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8217
2020-07-07 16:22:05 +02:00
Sergey Sharybin
d1dcd2b464 BLI: Fix mistake in SpinLock TBB migration
Copy-paste mistake.
2020-07-07 16:17:58 +02:00
Germano Cavalcante
20558848d3 Optimization: use BLI_bvhtree_intersect_plane to detect faces that will be affected by the knife tool
The knife code currently calls the `BLI_bvhtree_overlap` function that
tests the overlap between the mesh tree and an AABB that encompasses the
points projected in the clip_start, clip_end and or clip_planes of the
view.

This resulted in many false positives since the AABB is very large.
Often all the triangles "overlapped".

The solution was to create a new function that actually tests the
intersection of AABB with a plane.

Even not considering the clip_planes of the view, this solution is more
appropriate than using overlap.

Differential Revision: https://developer.blender.org/D8229
2020-07-07 10:55:57 -03:00
Clément Foucault
630c6226e2 Fix T78307 UI: Drawing artifacts in the Blender UI on macOS
This was due to a bad driver which was not respecting this bit of the
specification:

`If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
2020-07-07 16:26:01 +02:00
Sybren A. Stüvel
98bee41c8a IO: Reversed persistent ID order in exports to Alembic and USD
Each duplicated (a.k.a. instanced) object has a Persistent ID, which
identifies a dupli within the context of its duplicator. This ID
consists of several numbers when there are nested duplis (for example a
mesh instancing empties on its vertices, where each empty instances a
collection). When exporting to Alembic/USD, these are used to uniquely
name the duplicated objects in the export.

This commit reverses the order of the persistent ID numbers, so that the
first number identifies the first level of recursion. This produces
trees like this:

    ABC
     `--Triangle
         |--Triangle
         |--Empty-1
         |    `--Pole-1-0
         |        |--Pole
         |        `--Block-1-1
         |            `--Block
         |--Empty
         |    `--Pole-0
         |        |--Pole
         |        `--Block-1
         |            `--Block
         |--Empty-2
         |    `--Pole-2-0
         |        |--Pole
         |        `--Block-2-1
         |            `--Block
         `--Empty-0
             `--Pole-0-0
                 |--Pole
                 `--Block-0-1
                     `--Block

It is now clearer that `Pole-2-0` and `Block-2-1` are instanced by
`Empty-2`. Before this commit, they would have been named `Pole-0-2` and
`Block-1-2`.
2020-07-07 14:30:55 +02:00
Sybren A. Stüvel
70b1c09d7a IO: Fix bug exporting dupli parent/child relations
Exporting a scene to USD or Alembic would fail when there are multiple
duplicates of parent & child objects, duplicated by the same object. For
example, this happens when such a hierarchy of objects is contained in a
collection, and that collection is instanced multiple times by mesh
vertices. The problem here is that the 'parent' pointer of each
duplicated object points to the real parent; Blender would not figure
out properly which duplicated parent should be used.

This is now resolved by keeping track of the persistent ID of each
duplicated instance, which makes it possible to reconstruct the
parent-child relations of duplicated objects. This does use up some
memory for each dupli, so it could be heavy to export a Spring scene
(with all the pebbles and leaves), but it's only a small addition on top
of the USD/Alembic writer objects that have to be created anyway. At
least with this patch, they're created correctly.

Code-wise, the following changes are made:

- The export graph (that maps export parent to its export children) used
  to have as its key (Object, Duplicator). This is insufficient to
  correctly distinguish between multiple duplis of the same object by
  the same duplicator, so this is now extended to (Object, Duplicator,
  Persistent ID). To make this possible, new classes `ObjectIdentifier`
  and `PersistentID` are introduced.
- Finding the parent of a duplicated object is done via its persistent
  ID. In Python notation, the code first tries to find the parent
  instance where `child_persistent_id[1:] == parent_persistent_id[1:]`.
  If that fails, the dupli with persistent ID `child_persistent_id[1:]`
  is used as parent.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8233
2020-07-07 13:01:07 +02:00