Commit Graph

1191 Commits

Author SHA1 Message Date
5d5027db03 Animation: Gaussian Smooth operator for Graph Editor
Add a Gaussian smoothing operator to supersede the current
smoothing operator in the graph editor.

Advantage over the current implementation:
* Supports modal operations
* Is independent of key density
* More options in the redo panel
* More predictable Impulse Response

Option in the redo panel to change

Filter Width: How far out on each side of a key the code checks
to average key values

Sigma: The shape of the bell curve, lower values make a sharper bell curve
reducing the smoothing effect.
Too High values will make the code behave like an average filter as the
curve in the -1/1 range will almost be flat.

On a technical note, the operator needs to store additional data when running in modal
to avoid allocating/deallocating data on every modal run.
For that reason the `tGraphSliderOp` struct has been extended with
`void *operator_data` and `void (*free_operator_data)(void *operator_data)`.
The former is the data and the latter is a function responsible for freeing that data.

Pull Request: blender/blender#105635
2023-03-24 12:11:20 +01:00
f78f05c749 Refactor: U.dpi_fac -> U.scale_factor
A renaming of UI scale factors from names that imply a relationship to
monitor DPI to names that imply that they simply change "scale"

Pull Request: blender/blender#105750
2023-03-17 04:19:05 +01:00
6d1cd997a2 Fix #105726: Driver Editing Popover Menu Closing
Allow specifying a specific region to check for active button. This is
required in some circumstances, like Driver Popover.

Pull Request: blender/blender#105746
2023-03-14 16:27:23 +01:00
2a1a9307a7 Cleanup: spelling in comments 2023-03-14 12:36:49 +11:00
097492b326 Merge remote-tracking branch 'origin/blender-v3.5-release' 2023-03-13 15:24:19 +01:00
6e4bcb7c87 Fix #100659: "Add F-Curve Modifier" applies only to Active F-Curve
In most places where it appears in a menu, the operator would already
apply to all selected F-Curves. Now it is done consistently and explicitly
from all menu items. The default of the operator is now also set to 'all
selected', so that it also behaves like that when called from the operator
search menu.
2023-03-13 15:23:57 +01:00
2e03352492 Refactor: fcurve bounds functions
Refactor the following functions and cover with tests

* `BKE_fcurve_calc_bounds` - used to get the `rctf` bounding box of an fcurve
* `BKE_fcurve_calc_range` - used to get only the x-range, potentially faster when not needing y extents

`get_fcurve_end_keyframes` has been replaced with `get_bounding_bezt_indices` - dealing with indices allows to iterate over that range later

### BKE_fcurve_calc_bounds
* pass in an `rctf` instead of float pointers
* extract logic to get bounds into separate functions

### BKE_fcurve_calc_range
* removed the parameter `do_min_length` it was always false, and this function shouldn't concern itself with clamping.
Calling code can do that if the return bool is false
* use function to get x bounds separated from `BKE_fcurve_calc_bounds`

Pull Request: blender/blender#105177
2023-03-10 11:33:11 +01:00
3b900048f1 Animation: Move Graph Editor settings to User Preferences
Move two settings that were previously in the "View" menu of the Graph Editor into User Preferences.

It has been mentioned in the meeting by Luciano Muñoz Sessarego that it would be good to move that to the preferences so you can set it once and then forget about it.

The Settings moved are:

    Only Selected Curve Keyframes
    Use High Quality Display

Pull Request: blender/blender#104532
2023-03-09 14:15:23 +01:00
c26566ad27 Drivers: Introduce the Context Properties
Drivers: Introduce the Context Properties

The goal: allow accessing context dependent data, such as active scene camera
without linking to a specific scene data-block. This is useful in cases when,
for example, geometry node setup needs to be aware of the camera position.

A possible work-around without changes like this is to have some scene
evaluation hook which will update driver variables for the currently evaluating
scene. But this raises an issue of linking: it is undesirable that the asset
scene is linked to the shot file.
Surely, it is possible to have post-evaluation handler to clear the variables,
but it all starts to be quite messy. Not to mention possible threading
conflicts.

Another possibility of introducing a way to achieve the goal is to make it so
the dependency graph somehow parses the python expression where artists can
(and already are trying to) type something like:

  depsgraph.scene.camera.matrix_world.col[3][0]

But this is not only tricky to implement properly and reliably, it hits two
limitations:

- Currently dependency graph can only easily resolve dependencies to a RNA
  property.

- Some properties access which are valid in Python are not considered valid
  RNA properties by the existing property resolution functions:

  `camera.matrix_world[3][0]` is a valid RNA property, but
  `camera.matrix_world.col[3][0]` is not.

Using driver variables allows to have visual feedback when the path resolution
fails, and there is no way to visualize errors in the python expression itself.

This change introduces the new variable type: Context Property. Using this
variable type makes allows to choose between Active Scene and Active View
Layer. These scene and view layer are resolved during the driver evaluation
time, based on the current dependency graph.

This allows to create a driver variable in the following configuration:

- Type: Context Property
- Context Property: Active Scene
- Path: camera.matrix_world[3][0]

The naming is a bit confusing. Tried my best to keep it clear keeping two
aspects in mind: using UI naming when possible, and follow the existing
naming.

A lot of the changes are related on making it so the required data is available
from the variable evaluation functions. It wasn't really clear what the data
would be, and the scope of the changes, so it is done together with the
functional changes.

It seems that there is some variable evaluation logic duplicated in the
`bpy_rna_driver.c`. This change does not change it. It is not really clear why
this separate code path with much more limited scope of supported target types
is even needed.

There is also a possible change in the behavior of the dependency graph: it
is now using ID of the resolved path when building driver variables. It used
to use the variable ID. In common cases they match, but when going into nested
data-blocks it is actually correct to use relation to the resolved ID. Not sure
if there was some code to ensure that, which now can be resolved. Also not sure
whether it is still needed to ensure the ID specified in the driver target is
build as well. Intuitively it is not needed.

Pull Request #105132
2023-03-06 16:01:47 +01:00
565acb639c WM: use the window associated with an area for initialization
The active window was used by the NLA and the Graph editor however
this is not always available and not necessarily the window that
contains the area being initialized. Potentially causing the graph and
NLA spaces to be initialized with the wrong scene.

Active window access caused various awkward fixes in the past
([0], [1], [2]) which worked around the active window not being set.
Use a lookup for the window instead of accessing the active window.

Note that passing the window is an option too however this is only
used for versioning older files and is not be needed in most cases.

[0]: 20788e1747
[1]: 42f6aada98
[2]: 480e467ac9
2023-03-02 00:39:29 +11:00
efb86b75ee Cleanup: comment block formatting 2023-02-27 21:51:57 +11:00
c8ed48d5ca Merge remote-tracking branch 'origin/blender-v3.5-release' 2023-02-23 11:28:02 +01:00
f2250b7a5b Fix #105078: Regression: Memory leak in driver UI drawing code
Just a missing call to `MEM_freeN()`.

The issue was introduced in c592bff047.
2023-02-23 11:22:04 +01:00
7267682017 Animation: Paste Keys in Graph Editor with value offset
Extend the `GRAPH_OT_paste` operator with an enum to define the value offset.

Options are:

| Option              | Effect                                                                        |
| ------------------- | ----------------------------------------------------------------------------- |
| No Offset           | use the same key values as the copied keys                                    |
| Cursor Value        | align the leftmost key with the cursor value                                  |
| Current Frame Value | Evaluate the curve under the cursor align the leftmost key with it            |
| Right Key           | Align the rightmost key with the first key that is to the right of the cursor |
| Left Key            | Align the leftmost key with the first key that is to the left of the cursor   |

Pull Request #104512
2023-02-23 09:46:47 +01:00
c437a8aea8 Revert release branch only commit after merge
This is a revert of a revert, because the initial revert is only
supposed to be in the release branch.

This reverts commit 3eed00dc54.
2023-02-20 11:51:16 +01:00
3eed00dc54 Revert "GPencil: Include UV information in simplify->sample modifier."
This reverts commit 19222627c6.

Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
2023-02-20 11:20:07 +01:00
19222627c6 GPencil: Include UV information in simplify->sample modifier.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.

Pull Request #104942
2023-02-19 11:45:22 +01:00
6ffaee8d9a Fix #95400: Crash when running Euler Filter on baked Curves
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.

The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
2023-02-17 11:45:11 +01:00
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
666c2ea012 Refactor: remove yscale from bAnimContext
`bAnimContext` had a float property called `yscale_fac` that was used to define the height of the keyframe channels.

However the property was never set, only read so there really is no need to have it in the struct.

Moreover it complicated getting the channel height because `bAnimContext` had to be passed in.

Speaking of getting the channel height. This was done with macros. I ripped them all out and replaced them with function calls.

Originally it was introduced in this patch: https://developer.blender.org/rB095c8dbe6919857ea322b213a1e240161cd7c843

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104500
2023-02-09 14:28:04 +01:00
0381fe7bfe Cleanup: update username in code-comments: campbellbarton -> ideasman42
Gitea migration changed my username, update code-comments.
2023-02-09 11:33:48 +11:00
c2c6707919 Fix T102690: Object can be animated with a single keyframe
Remove some assumptions that an FCurve with a single keyframe always is
extrapolated in constant fashion. There's no reason for the Beziér handles
to be ignored in such a case.

FCurve evaluation already worked properly, it was just the drawing in the
graph editor and the selectability of the handles that needed adjustments.
2023-02-02 16:01:03 +01:00
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
Christoph Lendenfeld
76a68649c1 Animation: Graph Editor Ease operator
Added a new operator that aligns selected keys on an exponential curve

Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9479
Ref: D9479
2023-01-05 10:11:24 +01:00
6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00
b5ebc9bb24 Fix T101996: merge fcurve keyframes on the same frame after snapping
Use recently introduced BKE_fcurve_merge_duplicate_keys (that was moved
from the transform system to BKE) to merge keyframes on the same frame
after snapping (same as what would happen with the transform system).

This makes behavior consistent and prevents a state after snapping that
cannot be reproduced in any other way.

NOTE: same probably has to be done for greasepencil, but that is for
another commit.
2022-12-01 15:41:55 +01:00
59e69fc2bd Fix strict compiler warnings
Functions which are local to a translation unit should either be
marked as static, or be in an anonymous namespace.
2022-11-09 09:47:24 +01:00
3836b6ff8c Cancel Equalize Handles & Snap Keys when no control points are selected
The Equalize Handles and Snap Keys operators would allow the user to
invoke them successfully even when they would have no effect due to
there not being any selected control points.

This patch makes it so that an error is displayed when these operators
are invoked with no control points are selected.

The reason this is in the `invoke` function is because it would be too
expensive to run this check in the `poll` function since it requires a
linear search through all the keys of all the visible F-Curves.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D16390
2022-11-08 21:04:47 -08:00
ee5b6f7150 Hide ratio when using error margin mode in decimate keyframes operator
This fixes a bug in the function that determines what properties to show
on the Decimate Keyframes operator.

Before the fix, the "Remove" (i.e., `factor`) slider was visible no
matter what "Mode" was being used. This meant that the slider was
visible and modifiable when it had no effect, creating confusion.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D16318
2022-11-08 15:29:57 -08:00
c3391d537b Fix T101894: only do FCurve-select if no keys have been touched previously
Change the behaviour of circle select on FCurves:
- Before any key is touched, the behaviour is as it was (key included in
  circle-select area → select it; otherwise → select entire curve)
- If any key has been touched, an internal option
  (`use_curve_selection`) is  flipped and selecting the entire curve is
  disallowed.

This ensures that once a key changes selection state, it's no longer
possible to select the entire curve. This allows dragging over keys and
subsequently drag over a keyless part of the curve.

Reviewed By: RiggingDojo, troopy28

Maniphest Tasks: T101894

Differential Revision: https://developer.blender.org/D16307
2022-11-08 16:12:38 +01:00
afc091c3c4 Cleanup: spelling in comments 2022-11-01 12:24:58 +11:00
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
c592bff047 Animation: Expose "mute" for drivers in their properties UI
In the driver editor and the "edit driver" popover, add a checkbox that
can mute the driver. This is the same functionality as the checkbox in
the driver editor's channel list, but then exposed in a different place
in the UI.

This is for convenience, such that a driver can now be muted by
right-clicking on the driven property, choosing "Edit Driver", then
muting it there. The same checkbox was added to the regular driver
editor's header for consistency.

Reviewed By: Severin

Maniphest Tasks: T101592

Differential Revision: https://developer.blender.org/D16173
2022-10-06 19:07:33 +02:00
c1548938a4 Cleanup: spelling in comments 2022-09-29 10:28:39 +10:00
808b03da43 Cleanup: decentralize .blend I/O for space types
This adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.

Differential Revision: D11069
2022-09-28 11:52:22 +02:00
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
RedMser
3132d2751e Animation: Fix operator properties for redo panel
After the redo panel is added to animation editors in D14960, many
operators have now been adjusted to appear and function correctly.

A full list of changes is tracked in T98195.

This patch only includes actual usability fixes. It does not do any
changes for the user's convenience, like adding other helpful properties
to operators. This can be done in a follow-up patch.

Reviewed By: sybren

Maniphest Tasks: T98195

Differential Revision: https://developer.blender.org/D14977
2022-09-20 14:57:00 +02:00
7a239812ca Fix misleading operator name in the dope-sheet and action editor
The operator did not set the any extrapolation mode of the individual
keyframes, it sets it for the whole f-curve. Change the operator name to
reflect that.
2022-09-20 10:52:35 +02:00
6424fbca94 Cleanup: spelling 2022-09-19 14:52:27 +10:00
d9930d5fd0 Cleanup: spelling, punctuation & repeated words in comments 2022-09-17 15:08:40 +10:00
8cb3b49e51 Cleanup: replace strncpy with BLI_strncpy
Also replace strncpy+strcat with BLI_string_join
2022-09-10 16:54:21 +10:00
f0a3659900 GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR` is that in the vertex
shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version
uses `vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.
2022-09-05 19:01:02 -03:00
baf2835ff7 GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
2022-09-05 16:34:05 -03:00
223665b994 GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.

But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.

So there is no real benefit to having two different shader versions.

This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.

In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.

Differential Revision: https://developer.blender.org/D15836
2022-09-05 16:34:05 -03:00
Damien Picard
9120c86c3f I18n: disambiguate and make a few more strings translatable
Those strings were at least partly disambiguated:
- Area
  - Zone
  - Measurement
- Ease
  - BBone Ease In / Out
- Back
  - Camera BG image depth
  - GP interpolate sequence
- Edge Crease
  - Theme
- Jitter
  - Brush
  - GPencil
  - Lens distorsion compositing node
- Cineon color management
  - Black
  - Gamma
  - White

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15791
2022-08-29 16:04:03 +02:00
de1a2d7988 Cleanup: pass notifiers as const 2022-08-27 12:54:26 +10:00
a296b8f694 GPU: replace GLEW with libepoxy
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.

This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.

libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.

Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.

Ref T76428

Differential Revision: https://developer.blender.org/D15291
2022-08-15 16:10:29 +02:00
c7a7aee004 Cleanup: use own username in code-comment tags 2022-08-09 14:18:18 +10:00
33e4ecc750 Merge branch 'blender-v3.3-release' 2022-08-02 12:55:29 +02:00
fdf34666f0 Fix Unreported : add F-curves only filter to functions only appliable to F-curves channels.
The filter was missing in some places that are using channel data as if it was f-curve channel.
There seems to be no related issue or bug, but still it would be best to have them there.

Reviewed By: sybren

Differential Revision: http://developer.blender.org/D15505
2022-08-02 12:27:53 +02:00