Commit Graph

72 Commits

Author SHA1 Message Date
Jonas Holzman
913acaf395 Fix #86325: tilted viewport orientation in default startup
Since v2.5 Blenders viewport view has been tilted by around ~0.8
degrees to the right, resolve this using a lookup table to update
the the defaults.

Ref !113751
2024-03-27 17:13:02 +11:00
Hans Goudey
efee753e8f Cleanup: Move BKE_idprop.h to C++ 2024-03-26 13:07:04 -04:00
Campbell Barton
61dd7cc117 Transform: restore default rotation snapping increments
Use snapping increments matching values used before this was
customizable. [0] changed snapping increments from 5 degrees to 15,
from 1 to 5 degrees with precision enabled.

[0]: 060174cf14
2024-03-14 20:15:28 +11:00
Campbell Barton
e33f5e36ac Cleanup: spacing around C-style comment blocks 2024-03-09 23:40:57 +11:00
Kyler Kelly
060174cf14 Transform: customizable rotation snap increment values
Add two snapping increment options: a regular value
(activated with Ctrl) and a precise value (activated with Ctrl+Shift).
These values are separate for 2D and 3D views.

Ref !118760
2024-03-09 16:57:12 +11:00
Jesse Yurkovich
833791772c Merge branch 'blender-v4.1-release' 2024-03-01 13:15:42 -08:00
Sean Kim
c60d793bbf Fix #103013: Add default cavity curve
This PR initializes all brushes with the default automasking cavity
curve when a `startup.blend` file is loaded. Because there exists a
series of brushes that are added if they are not found in the
`startup.blend` file (e.g. "Paint") **after** the file is already
loaded, the existing fallback code to handle `nullptr` in the loader
code does not run.

Pull Request: https://projects.blender.org/blender/blender/pulls/118943
2024-03-01 22:06:35 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Campbell Barton
cc154144ef Cleanup: unused includes in source/blender/blenloader
Remove 45 includes.
2024-02-13 13:53:10 +11:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Hans Goudey
91e54fdd83 Cleanup: Move BLO_readfile.h to C++
I added a new BLO_userdef_default.h header to contain declarations of
two global variables that are still defined in C files. Use of designated
initializers for large structs make those files harder to change.
Arguably this is a better header for them anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/118015
2024-02-09 13:41:30 +01:00
Miguel Pozo
74b8f99b43 Render: Merge EEVEE and Cycles motion blur settings
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`

On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.

Pull Request: https://projects.blender.org/blender/blender/pulls/117913
2024-02-08 16:49:18 +01:00
Sean Kim
a2b3fe5e01 Sculpt: Add per-brush input samples
This pull request adds the ability for users to specify input samples
on a per brush basis. The existing field in the main `Paint` struct
forces all brushes of a particular tool type to use the same value.
A new field was added to the `Brush` struct to allow for this value
to be specified there instead, and a corresponding unified value in
`UnifiedPaintSettings` has been created to allow users to use the
same value across all brushes.

Addresses #108109

Pull Request: https://projects.blender.org/blender/blender/pulls/117080
2024-01-30 05:08:23 +01:00
Sean Kim
c61d1bcb54 Sculpt: Add global automasking propagation steps
This pull request adds the ability for the `propagation_steps` value
for certain automasking settings to be applied globally instead of
using the per-brush attribute.

Previously, while the flag settings were stored at the brush and global
level,  the `propagation_steps` value would always change the brush
attribute even when using the global menu.

Addresses #102377

Pull Request: https://projects.blender.org/blender/blender/pulls/117316
2024-01-29 15:39:34 +01:00
Hans Goudey
359bfbcd78 Cleanup: Use enum class and forward declaration for paint mode 2024-01-26 18:43:13 -05:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Sean Kim
1e4f133950 Sculpt: Add brush settings for view & normal automasking values
This pull request adds the ability for the `Limit` and `Falloff` values for the View and Normal automask modes to be applied per-brush instead of modifying the global tool value.

Previously, while the flag settings were stored at the brush and global level, the values would always change the global value even when using the advanced tab of the brush menu.

## Testing
* `make test` results in 3 failures (49 - io_wavefront, 134 - compositor_distort_cpu, 323 - imbuf_save), but these tests appear to fail even prior to any changes being applied when running locally
* Manual testing with older version blend files to ensure that the value is defaulted correctly.
* Visual testing to verify that brush values are favored over global values.

Addresses #115174

Pull Request: https://projects.blender.org/blender/blender/pulls/117433
2024-01-24 10:59:50 +01:00
Sergey Sharybin
aecf1fba84 Fix #116098: Change default texture mapping for brushes to View Plane
The Tiled default is the least commonly used mapping mode, switch the
default to something that is more commonly used.

Do it for all modes, since according to Julien it is reasonable default
behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/116933
2024-01-24 09:48:27 +01:00
Bastien Montagne
d8d44a62f7 Cleanup: Move BKE_appdir.h to full Cpp header BKE_appdir.hh. 2024-01-21 19:42:13 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Bastien Montagne
a4331be6c4 Cleanup: Rename BLI_libblock_ensure_unique_name to use BKE_ prefix.
`BLI_` name was given in some cleanup commit long ago (641d4e2b7f),
assuming this was a mistake...
2024-01-15 13:04:00 +01:00
Pratik Borhade
195bb4f8f5 Fix #115192: Inconsistent behavior renaming data-blocks
This is due to `BLI_findstring` returning wrong id from passed name.
Two IDs can have same name before making them unique so it can return
wrong id. To fix this, pass id argument instead of id_name to
`BLI_libblock_ensure_unique_name` and skip the use of `BLI_findstring`

Pull Request: https://projects.blender.org/blender/blender/pulls/116246
2024-01-15 12:45:45 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Aras Pranckevicius
1be8b51b11 VSE: display audio waveforms by default
As outlined in #115274 design task, at this point VSE timeline audio
waveform processing/rendering is no longer a performance issue,
so make it on by default.

Pull Request: https://projects.blender.org/blender/blender/pulls/116334
2023-12-20 19:51:23 +01:00
Hans Goudey
8dd8f932e2 Cleanup: Rename Mesh loop_data to corner_data
Related to #110434, efbee2d606, 7c69c8827b
2023-12-19 20:39:05 -05:00
Hans Goudey
efbee2d606 Mesh: Rename totvert, totedge, and totloop fields
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.

Pull Request: https://projects.blender.org/blender/blender/pulls/116350
2023-12-20 02:21:48 +01:00
Hans Goudey
e657aa2360 Cleanup: Move two mesh functions to C++ header 2023-12-13 09:50:47 -05:00
Hans Goudey
854cdd1180 Cleanup: Use consistent "mesh" variable name (replace "me")
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
2023-12-08 16:40:06 -05:00
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
Bastien Montagne
dad1eea511 Move BKE_main_idmap and BKE_main_namemap to be fully cpp headers.
NOTE: `BKE_main.h` is currently used by `writeffmpeg.c`, so not trivial
to make it a full CPP header file for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/115485
2023-11-27 18:09:27 +01:00
Hans Goudey
ba1c8fe6a5 Mesh: Improve remesh attribute transfer
Currently we have options to transfer the paint mask, face sets, and
color attributes to the new mesh created by voxel remesh. This doesn't
make use of the generic attribute design, where it would be clearer to
transfer all attributes with the same methods. That's reflected in the
code as well-- we do duplicate work for the mask and vertex colors, for
example.

This commit replaces the transfer options with a single checkbox for
all attributes. All attribute types on all domains are transferred with
basically the same method as the "Sample Nearest" node from geometry
nodes-- they take the value from the nearest source element of the same
domain. Face corners are handled differently than before. Instead of
retrieving the mixed value of all the corners from the nearest source
vertex, the value from the nearest corner of the nearest face.

---

Some timing information, showing that when interpolating the same
data, the attribute propagation is significantly faster than before.
Edge and corner attributes would add some cost (edges more than
corners), but might not always be present.

Before
```
voxel_remesh_exec: 3834.63 ms
BKE_shrinkwrap_remesh_target_project: 1141.17 ms
BKE_mesh_remesh_reproject_paint_mask: 689.35 ms
BKE_remesh_reproject_sculpt_face_sets: 257.14 ms
BKE_remesh_reproject_vertex_paint: 54.64 ms
BKE_mesh_smooth_flag_set: 0.15 ms
```

After
```
voxel_remesh_exec: 3339.32 ms
BKE_shrinkwrap_remesh_target_project: 1158.76 ms
mesh_remesh_reproject_attributes: 517.52 ms
```

Pull Request: https://projects.blender.org/blender/blender/pulls/115116
2023-11-22 15:21:58 +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
Campbell Barton
aaf05c2497 Cleanup: various C++ changes (use nullptr, function style casts) 2023-11-07 11:35:16 +11:00
Gilberto Rodrigues
dfd1b63cc7 UI: improve mesh edge highlighting
Changes to edit mode mesh overlays, use hue shift instead of color
fading/darkening for selection mode visual differentiation, and some
theme changes to improve the display of mesh edges and faces with good
selection visibility.

- Removed "edge" toggle from edit mode overlays panel.
- No longer halves the edge and face alpha depending on selection mode.
  Half the face alpha in wire-frame mode. For better visibility on most
  themes.

Ref !111431
2023-11-02 22:09:17 +11:00
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
78b2e9071f Fix #113875: 2D Animation template's view transform set to AgX
Pull Request: https://projects.blender.org/blender/blender/pulls/113903
2023-10-19 11:02:01 +02:00
Bastien Montagne
5f7f6b65f3 Fix (unreported) crash in 'startup.blend' GP default update code.
This commit fixes two different issues in
`BLO_update_defaults_startup_blend`:
* No check were done whether a given 'paint mode' tool settings actually
  exist or not before trying to 'update' it, leading to hard crash when
  some did not.
* Only the first Scene in loaded 'startup' Main would be processed -
  nothing prevents a `startup.blend` file to have more than one scene!
2023-10-06 20:19:26 +02:00
Richard Antalik
86a0d0015a VSE: Improve retiming UI
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.

General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.

UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.

API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey

Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.

Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Brecht Van Lommel
ca5f1c0f00 Shaders: rename Principled BSDF Emission to Emission Color
Ref #99447
Ref #112848
2023-09-25 19:50:41 +02:00
Campbell Barton
0c4932d3d9 Cleanup: avoid shadowing variables 2023-09-21 20:12:28 +10:00
Campbell Barton
edc47d3d5a Cleanup: split ID property access into get/ensure functions
- Add IDP_EnsureProperties,
- Remove create_if_needed argument from IDP_GetProperties.

Split access & creation so intention reads more clearly without
looking up function arguments.
2023-09-17 12:16:40 +10:00
Lukas Stockner
4c229070a9 Cycles: Rework Principled BSDF Emission
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
  other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
  (to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
  support for e.g. transparent shadows in thin sheet mode.

Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
2023-09-13 03:05:27 +02:00
Hans Goudey
3db523ab3e Cleanup: Move BLO headers to C++
Except for BLO_readfile.h, which is still included by C files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111610
2023-08-28 15:01:05 +02:00
Zijun Zhou
a9053f7efb Color management: Add AgX view transform and make it default
On a user level this view transform provides much better handling of colors in
the over-exposed areas.

With this configuration the following display devices are available, including
AgX view transform for them:
* sRGB
* Display P3
* Rec.1886
* Rec.2020

NOTE: There is no Filmic view transform available for the newly added display
devices.

AgX also brings an implementation of False Colors view transform, which replaces
Filmic-based, and is available for all display devices.

The backward compatibility is preserved. The new files will default to AgX view
transform, which makes it non-forward compatible.

More technical details is available in the original PR #106355.
Please note that the PR has been split into more incremental changes when
was landing.

Pull Request: https://projects.blender.org/blender/blender/pulls/111099
2023-08-22 12:53:15 +02:00
Weizhen Huang
8367167626 Render: default roughness distribution to Multiscatter GGX
for glass, glossy and principled BSDF. It is more energy-preserving than
GGX, and with the albedo scaling instead of random walk (888bdc1419) the
render time stays reasonable.

Task: #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/111267
2023-08-18 15:51:30 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00