Extract a mask from the stencil buffer and use that texture instead
when texture views are not available.
Needed for supporting the Windows ARM software driver.
The workaround is isolated on its own class so it's easy to remove once
it's no longer needed.
Note that while this adds a function to check if texture views are available
(`GPU_texture_view_support`), at the moment this always returns true in
practice, since OpenGL 4.3 is the minimum supported version.
A separate patch will be needed to allow Blender to run using
OpenGL 4.2 + extensions.
Pull Request: https://projects.blender.org/blender/blender/pulls/111402
This PR adds an initial set of nodes using the new rotation socket.
6 nodes build rotations or convert them to other formats, a 7th rotates
a vector with a rotation, and the last inverts rotations.
The design task #109965 describes the choice to use separate nodes
for the rotation construction and separation operations. In the future,
a "Switch Node" operator (#111438) will help to make working with
these separated nodes faster.
- **Axis Angle to Rotation**
- **Rotation to Axis Angle**
- **Combine Quaternion**
- **Separate Quaternion**
- **Euler to Rotation**
- **Rotation to Euler**
- **Rotate Vector**
- **Invert Rotation**
See #92967
Pull Request: https://projects.blender.org/blender/blender/pulls/109030
This fixes a bug where only the time sample for the first frame
is written to a USD animation.
Replaced the hard-coded USDExporterContext::time_code value with a
USDExporterContext::get_time_code function wrapper which is called
from USDAbstractWriter::get_export_time_code() to query the current
frame when writing an animation.
Pull Request: https://projects.blender.org/blender/blender/pulls/111248
Refactor the Add menu in the Compositor, with manually created menus,
inspired by Geometry Nodes.
Minor sorting adjustments by splitting categories in groups, with
separators in between groups, and sorted alphabetically. Compositor
node group assets are also populated in the menus.
This is the first part of the re-organization of the Add menu project,
proposal coming in another patch after this.
Pull Request: https://projects.blender.org/blender/blender/pulls/111282
Though this means a few loops are duplicated, overall the code is
easier to reason about because the cases are separated more. This
makes potential changes to the way normals are stored clearer
(related to !110479), and makes potential optimizations easier too.
The operator handled faces visibility change correctly but not
multires. Use the existing PBVH API function for that, also remove
a redundant call to the function that fetched the attribute pointers
again after the change.
After undoing a visibility change, the visibility is propagated from
multires grids to mesh faces and vertices. This progress was completely
single threaded and more complicated than necessary. Simplify it
using newer C++ data structures and APIs.
The current color was just temporary. The new color
is meant to be in between "Vector" and "Boolean"--
close to the vector color but distinct enough to allow
seeing the difference at a glance.
Pull Request: https://projects.blender.org/blender/blender/pulls/111446
Instead of putting all the tool specific nodes (inputs, operations, etc)
in a single menu, use the existing categories. This is similar to how
the shader editor shows nodes depending on which render engine
is enabled. It's also more scalable for when more tool-specific nodes
are added.
---
I discussed this with Pablo on Tuesday-- it came up when we talked
about the organization of the compositor add menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/111449
Vulkan device was deallocated, but when destroying the GHOST context
the GPU context is reactivated and want to allocate buffers lazilly.
This is solved by de-initializing the device on platform exit, resetting
buffer pointers so double free can be detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/111462
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.
Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.
As leading C-comments are now stripped,
added binary size of comments is no longer a concern.
Ref !111247
Since these are operations rather than new nodes, they don't make
sense in the add menu. They are also available in the "Node" menu
in the editor's header and in the context menu.
The code ensuring that an object (or obdata) is not made local if it is
used by linked data that is not tagged to be made local was blatantly
buggy, leading to over-detecting such cases.
Note that this code remains fairly fragile imho, think the whole Main
data-base of IDs should be checked, other data-types than Objects can
use objects! But this is for another day.
based on concentric disk mapping.
Concentric disk mapping was already present, but not used everywhere.
Now `sample_cos_hemisphere()`, `sample_uniform_hemisphere()`, and
`sample_uniform_cone()` use concentric disk mapping.
This changes the noise in many test images.
Pull Request: https://projects.blender.org/blender/blender/pulls/109774
New code exposing ID Pointers CustomProperties to the UI (b3c7f3c8a9)
would cause invalid data access when calling `as_dict()` on py-defined ID
pointers ID properties, since these have no ID type defined by default.
The code of `as_dict()` will now forcefully generate a valid ID type
value, either by using the type of the currently assigned ID, or falling
back to the Object ID type.
Found while opening some lighting production files from the Pets
Project.
The `expand` callback is 'trivial' to replace, since it is only iterating
over ID pointers and calling a callback.
The only change in behavior here is that some pointers that were not
processed previously will now be.
In practice this is not expected to have any real effect (usually
the IDs used by these pointers would have been expanded through other
usages anyway). But it may solve a few corner cases, undocumented issues
though.
Part of implementing #105134: Removal of readfile's lib_link & expand code.
There are actually cases where you do not want to access the original
ID pointers, even though the callback will not modify them. One example
is the incoming generic 'expand' readfile callback, which will replace the
dedicated one for all ID types.
Related to #105134: Removal of readfile's lib_link & expand code.
This patch refactors most of the code of the hard eraser, both for readability purpose, and to prepare the integration of the soft mode of the eraser.
The refactoring includes :
- the use of specific structures and enum types `SegmentCircleIntersection`, `PointCircleSide`, and `PointTransferData` to handle the data more easily,
- improve readability of the intersections functions (better naming, and more accurate and generic comments),
- definition of a more generic `compute_topology_change` function that handles point insertion, removal, and curve splitting for curves geometry.
Pull Request: https://projects.blender.org/blender/blender/pulls/111390
This reverts commit 206ab6437b.
Seems that the illegal address error should be covered elsewhere, but it's not directly
clear where. Revert the commit for further investigation.
Caused by 351034891e
This change is a partial revert of the change.
The SCULPT_cube_tip_init() does not deal with the symmetry passes.
Additionally, the commit changed the way how the Z component of
the matrix was constructed: displaced vs. non-displaced area
coordinate.
While the code duplication is often to be avoided, sometimes it is
more clear than a centralized place with a lot of arguments passed
to a function. We can have a pass of de-duplication later on, and
make a better decision, but for now restore user level behavior to
what it is expected to be.
Pull Request: https://projects.blender.org/blender/blender/pulls/111425
This makes the asset shelf available as a standard, non-experimental
feature. Currently no script makes use of it, so it will still not be
available. However the pose library will be updated to use this for its
UI instead.
Initially the asset shelf was committed as experimental feature, even
though it seemed ready for non-experimental. After double checking with
some people (Dalai and Brecht) we decided to go ahead with this.
There are still some futher changes planned, see #107881.
Discovered during an investigation into #111277
in rare situations (E.G. When normals are NaN), an emitter
won't be selected as part of `light_tree_cluster_select_emitter()`
and as a result of that, an `emitter_index` of `-1` is passed to
`kernel_data_fetch(light_tree_emitters, emitter_index)` resulting in
an "illegal address" error on some devices.
Pull Request: https://projects.blender.org/blender/blender/pulls/111292
Specifying the correct operator context (`INVOKE_REGION_CHANNELS` in
this case) is mandatory, otherwise looking up the shortcut in
`wm_keymap_item_find_props` will fetch the wrong region
(`RGN_TYPE_WINDOW` not `RGN_TYPE_CHANNELS`) and thus wont find the keymap
item in that region keymap.
This was already done for the other menus, not for the context menu
though.
Pull Request: https://projects.blender.org/blender/blender/pulls/111376