This PR generalizes properties for geometry (currently mesh only) attributes
found in 3D Viewport theme, namely:
- Combine "Edge Bevel" and "Vertex Bevel" into one "Bevel" property.
- Combine "Freestyle Edge Mark" and "Freestyle Face Mark" into one "Freestyle" property.
- Remove word "Edge" from Crease, Sharp, and Seam properties, to match others.
- Group all of the above together in the UI.
This is a breaking change (that will be handled with others in migration),
but doesn't introduce any visual changes in the default theme (and almost any theme).
Pull Request: https://projects.blender.org/blender/blender/pulls/146732
No need to have a not for render case, these settings are only used when
Save as Render or Override are on and in that case it make sense to match
the default render view transform.
Ref #144911
Pull Request: https://projects.blender.org/blender/blender/pulls/146487
This is the first step of moving the create infos
back inside shader sources.
All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.
Each shader source file now generate a `.info` file
containing only the create info declarations.
This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).
Pull Request: https://projects.blender.org/blender/blender/pulls/146676
Mesh faces have a separate theme color for selected dots (1px dot in the center of the face),
in both the 3D Viewport and the Image Editor.
I don't think there is any justification for why that 1 pixel has to be a different color from rest
of the active face. Even if result isn't satisfying, we should be tweaking Face Selected color
for this purpose. 1 pixel doesn't deserve its own theme setting.
This PR removes property from both editors, and instead uses "Face Selected" color with alpha
hardcoded to 1 (removed properties didn't have alpha). Also note that dot is still visible in 3D viewport
because Face Selected color is different from Face Mode Selected color, which is used for faces
when dots are drawn.
There are no visual changes in default themes.
Pull Request: https://projects.blender.org/blender/blender/pulls/145364
This simplifies the GBuffer packing code in a lot
of common use cases. This improves compilation
speed.
The trivial case is either a single closure (already handled)
or 2 closures with no second data layer.
We detect if reflection and refractions can
be assumed colorless depending on the nodetree config.
Colorless reflection or refraction are only using one
data layer.
Pull Request: https://projects.blender.org/blender/blender/pulls/146455
This allows to reduce the number of includes for each
tree graph (surface, volume, displacement) and
reduce the code size significantly for most vertex
shaders, speeding up compile time.
Rel #145347
Pull Request: https://projects.blender.org/blender/blender/pulls/146419
This removes unused closure branches in the principled BSDF
code using the Material flags.
On top of this, use constants for weights to use compiler
dead code eliminitation for unused branches when there
is different variants of the principled BSDF node used.
Finally, remove Gbuffer packing cases that are not present
inside the nodetree.
Testing with the same setup as #145347:
| | main (ms) | PR (ms) | Delta (ms) |
| -------- | ----------- | ------------ |------------ |
| Nvidia | 174 | 132 (1.31x) | 42 |
| Mesa AMD | 191 | 170 (1.12x) | 21 |
Barbershop compilation time is almost equal because it is not using
the principled BSDF.
Rel #145347
Pull Request: https://projects.blender.org/blender/blender/pulls/146324
Can happen if you set cursor location by snapping or manually.
In order to really skip drawing in `draw_output`, we have to set
`enabled_` to false in `begin_sync`.
This is already done for the "simple" cases covered by
`is_cursor_visible_XXX` but not for the "special" case where the cursor
is clipped in the view.
This is what this PR does.
Pull Request: https://projects.blender.org/blender/blender/pulls/146354
A aspect ratio less than or equal to zero will cause point to not be
displayed.
This behavior problematic because use strokes create by Geometry Nodes
(or bugs) can cause the `aspect_ratio` to default to zero.
And as there is currently no operator to set `aspect_ratio` this
invisible geometry can not be fixed by most users.
This PR fixes this by returning `1.0f` when the `aspect_ratio` is
invalided.
Pull Request: https://projects.blender.org/blender/blender/pulls/146279
The Render Layers node doesn't work if a viewlayer other than the first
is selected. This was hard coded in code, so we just allow any view
layer, on the condition that it is the active one.
Pull Request: https://projects.blender.org/blender/blender/pulls/146285
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.
This PR removes "Use Nodes" for object materials.
For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.
Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
- `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
- `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.
Forward compatibility:
Always enable 'Use Nodes' when writing blend files.
Known Issues:
Some UI tests are failing on macOS
Pull Request: https://projects.blender.org/blender/blender/pulls/141278
Dependencies were previously merged manually
inside the generated_sources by EEVEE.
This caused issues with double includes.
Instead, we now only gather the name of the
nodetree dependencies and add them to the
dependencies of the `GeneratedSource`.
This also make the compositor use the `GeneratedSource`
mechanism.
Pull Request: https://projects.blender.org/blender/blender/pulls/146106
The goal of this patch is to reduce final shader code footprint to
hopefully reduce shader compile time (see #145347).
This also contains a pass over most shader file to remove unused
include or use more granular ones to reduce final shader code
length.
Testing with the same setup as #145347:
| | main (ms) | PR (ms) | Delta (ms) |
| -------- | ----------- | ------------ |------------ |
| Nvidia | 257 | 207 (1.24x) | 50 |
| Mesa AMD | 323 | 295 (1.09x) | 28 |
In barbershop test scene however the saving are not so noticeable:
| | main (s) | PR (s) | Delta (s) |
| -------- | ----------- | ------------ |------------ |
| Nvidia (OpenGL) | 40 | 39 (1.02x) | 1 |
| Nvidia (Vulkan) | 29 | 29 (1.0x) | 0 |
Pull Request: https://projects.blender.org/blender/blender/pulls/145803
These lines can be removed to avoid parsing them.
This allow to keep the same processing for shared host files.
Also removes a few lines of code to reduce the size of
shader sources.
This also contains a rewrite of the include parsing using
the shader parser.
Pull Request: https://projects.blender.org/blender/blender/pulls/146025
The `eevee_render_to_image` can be called multiple time in the
case of multiview rendering.
To avoid the leak, free the previous instance before allocating
the new one. Reusing the instance doesn't seems to work here.
Another fix will follow this one to fix it more gracefuly.
This fix is kept simple for backporting purpose.
Pull Request: https://projects.blender.org/blender/blender/pulls/146015
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.
The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.
Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.
There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.
#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
This reverts commit 8adb3e758f.
This is a partial revert that just always use the fallback
path.
The new optimized path is causing issues with overlays #145446 and
volumes #145420.
The new path will be enabled back when we fix those issues.
Regression [0] from fix for #144035 caused the meaning of sync-select
to be flipped in drawing code, causing UV sync select to display
incorrectly in edit-mode.
Resolve by reversing the value returned by `skip_bm_face` as well as
checks in the drawing code.
Co-authored-by: Eitan Traurig <eitant13@gmail.com>
[0]: e02eb13a59
- Corner Domain Text Overlap: Text is now offset along the angle bisector of
each corner. The offset distance is dynamically adjusted based on the view
zoom and corner angle sharpness.
- Wrap Long Line: Split Vectors, Colors, and Quaternions into labeled line for
each component.
Pull Request: https://projects.blender.org/blender/blender/pulls/145290
These don't really work as scene linear with sRGB transfer function for e.g.
ACEScg, there are not enough bits. If you want wide gamut you need to use
float colors.
Pull Request: https://projects.blender.org/blender/blender/pulls/145763
Functions for convert between the color types and ostream support are
now outside the classes.
Many files were changed to fix cases where direct includes for headers
were missing.
Pull Request: https://projects.blender.org/blender/blender/pulls/145756