Commit Graph

1239 Commits

Author SHA1 Message Date
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
b2ee1770d4 Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.

This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.

Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.

Also ran clan clang format on affected files.
2020-03-06 17:19:23 +01:00
da30e9a104 Cleanup: quiet switch warnings 2020-03-06 11:52:31 +11:00
38d6533f21 Sculpt Face Sets
Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.

This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.

Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.

Reviewed By: jbakker, #user_interface, Severin

Differential Revision: https://developer.blender.org/D6070
2020-03-05 21:07:20 +01:00
Brecht Van Lommel
2841b2be39 IDs: change FILTER_ID_* to 64 bit to make space for new ID types
And change file browser to boolean from bitflag enum, which is only 32 bit.

Differential Revision: https://developer.blender.org/D7004
2020-03-03 17:34:21 +01:00
2515a125c8 Fix T74254: EEVEE Render Passes Availability
When disabling AO or BLOOM in the render tab, when the pass is shown in
a 3d viewport the pass wasn't reset. This resulted in showing a black
texture and a not filled UI render pass in the shading popover.

This patch will by default reset to the combined pass. It is intended
that the render_pass in the 3d shading struct isn't set to combined as
people could have disabled AO/bloom by mistake and it could reset
viewports that aren't visible.
2020-02-27 12:22:16 +01:00
f24a4750bd Fix T74254: EEVEE Render Passes Availability
When disabling AO or BLOOM in the render tab, when the pass is shown in
a 3d viewport the pass wasn't reset. This resulted in showing a black
texture and a not filled UI render pass in the shading popover.

This patch will by default reset to the combined pass. It is intended
that the render_pass in the 3d shading struct isn't set to combined as
people could have disabled AO/bloom by mistake and it could reset
viewports that aren't visible.
2020-02-27 12:15:33 +01:00
57bd1a0ae1 Fix T74227: Crash when clicking on viewport shading properties 2020-02-27 12:13:00 +01:00
Clément Foucault
6e23433c1a EEVEE: Lookdev: Add support for partially blurred background
This is using the GGX probe as background. This has the drawback of
having the resolution choosed in the indirect lighting setting.
The blurring is not really high-quality.

The pros is that it has a simple implementation and is fast to evaluate.

This patch also fades the background alpha to make overlay engine draw the
default background color in the correct color space. Removing one colorspace
hack.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6895
2020-02-25 13:26:01 +01:00
Jeroen Bakker
be2bc97eba EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include:

* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow

With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.

Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.

Known Limitations

* All materials that use alpha blending will not be rendered in the render
  passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
  a HD image with all render passes enabled at max extra 570MB GPU memory is
  required.

Implementation Details

An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses

Future Developments

* In this implementation the materials are re-rendered for Diffuse/Glossy
  and Emission passes. We could use multi target rendering to improve the
  render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
  ObjectID, MaterialID, UV.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D6331
2020-02-21 11:13:43 +01:00
d119e163d0 Fix many typos and other issues in UI messages. 2020-02-17 13:01:07 +01:00
Julian Eisel
82f08cb2b0 Fix HUD toggle ("Adjust Last Operation") missing in VSE
The `SpaceSequenceEditor.show_region_hud` property was not generated,
but accessed in Python.
2020-01-27 11:04:01 +01:00
fe772bf818 UI: Change 'Lock Time to Other Windows' > 'Sync Visible Range' + add to Sequencer
As pointed out by user @Peter Fog (tintwotin):

The current name for this property is wrong for two reasons:

  - Because it makes incorrect use of the term 'window' (in Blender these are called 'editors')
  - 'Lock Time' is incorrect, because it has nothing to do with locking the time at all. In Blender, the time is already locked and always the same across editors, no matter what. This property only syncs the visible range, which is something quite different.
For this reason, this is changed to 'Sync Visible Range' instead. I also added a tooltip, which was completely missing.

This patch also adds this property to the Sequencer, where it was missing.

Differential Revision: https://developer.blender.org/D6632

Reviewed by Julian Eisel
2020-01-23 10:34:29 +01:00
6a49161c8c VSE: Tool system integration
Add toolbar to sequencer regions.

A bit of refactoring has to be done in RNA space.
Currently there is only cut tool implemented to serve as template for
anybody who would like to add more.
2020-01-22 15:06:18 +01:00
a4cf2cf2de VSE: Add Adjust Last Operation panel to the video sequencer
Add Adjust Last Operation panel to Sequencer.

`OPTYPE_REGISTER` was removed form some operators and few properties were hidden
So they don't show up on the panel

Author: a.monti

Reviewed By: ISS

Differential Revision: http://developer.blender.org/D6210
2020-01-22 02:07:54 +01:00
c2a37867f2 UI: Remove leftover look dev (rename to HDRI preview)
In Blender 2.81 Look Dev was renamed to Material Preview
also the old look dev HDRIs could also be used in both
cycles and eevee. A more generic name was need.
2019-12-27 14:38:45 -06:00
9378debd26 Docs: clarify wire-frame tool-tip 2019-12-24 22:59:07 +11:00
409d3f4880 Workbench: Force Vertex Colors in Paint Mode
Vertex colors behaved differently as the paint overlay mixed the colors
in display mode and the results was multiplied on top of the original
shading.

This patch will align the implementation to texture painting where the
colors are drawn by the workbench engine so the correct shading is
applied.

This also means that we don't show the vertex colors overlay when not
in solid mode.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6436
2019-12-18 13:31:12 +01:00
c30d6571bb Add support for tiled images and the UDIM naming scheme
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.

With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.

The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.

The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles

There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images

Thanks to Brecht for the review and to all who tested the intermediate versions!

Differential Revision: https://developer.blender.org/D3509
2019-12-12 18:40:37 +01:00
cc70f7d048 Cleanup: undeclared variable warning 2019-12-10 11:06:17 +11:00
7c2217cd12 UI: File Browser Volumes and System Lists Icons
Allows each File Browser list item in Volumes and System to use individual icons.

Differential Revision: https://developer.blender.org/D5802

Reviewed by Julian Eisel
2019-12-06 13:10:30 -08:00
7868db9343 Make curve decimation only take into account the selected curve points
Previously the decimation would take the whole curve into account when
decimating and not just the selected part.

This also contains various smaller bug fixes for the fcurve decimation.

Reviewed By: Sybren

Differential Revision: http://developer.blender.org/D6286
2019-12-04 16:02:58 +01:00
Alessio Monti di Sopra
8b260fec0c UI: rename "Toggle ..." back to "Show Markers"
Change made in recent show marker refactor dc87d09b8b

On writing docs the term "Show" makes more sense.
2019-12-03 01:59:06 +11:00
Alessio Monti di Sopra
dc87d09b8b UI: allow to hide markers region per editor
Instead of having the option to show marker lines,
make the marker region optional.

- Added a Show Markers entry in the View menu of the animation editors.
- If the markers region is not active then the Marker menu gets hidden.
- Removed marker menu from the driver editor
  and don't allow to use marker operators.
2019-11-30 17:08:04 +11:00
320d8ab155 EEVEE: Viewport Renderpasses
This patch will allow the user to select the EEVEE renderpass to be
shown in the viewport by default the combined pass will be shown.

Limitations:

* Viewport rendering stores the result in a `RenderResult`. RenderResult
  is not aware of the type of data it holds. In many places where RenderResult
  is used it is assumed that it stores a combined pass and the display+view
  transform are applied.

  I will propose to fix this in a future patch. But that is still being
  designed and discussed.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6319
2019-11-28 09:12:28 +01:00
f1c994c555 Cleanup: move space text vars into a runtime struct
Also use more descriptive names.
2019-11-28 01:04:21 +11:00
959b40c2a8 Merge branch 'blender-v2.81-release' 2019-10-18 19:17:55 +11:00
16665ad753 Cleanup: remove unused viewport fx_settings 2019-10-18 19:10:25 +11:00
eb559f2b24 Merge branch 'blender-v2.81-release' 2019-10-18 18:51:46 +11:00
acd98599ff Fix T65397: Assigning shortcut to editor properties gives errors 2019-10-18 18:50:18 +11:00
Julian Eisel
a3f7ae1b96 UI: Add missing workspace icon to link/append ID-Filters 2019-10-16 11:29:27 +02:00
dcf57e34f3 GPencil: Fix unreported problem when use Onion Skin in several windows
The onion skin was nos displayed in secondary screens when disable the Onion switch or the Overlay in the main window.

Added a check to verify if the main overlay and onion switches are enabled in any screen in order to generate the cache data.

This is required to generate the onion skin and limit the times the cache is updated because the cache is generated only in the first screen and if the first screen has the onion disabled the cache for onion skin is not generated. The loop adds time, but always is faster than regenerate the cache all the times.

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D6049
2019-10-16 10:33:39 +02:00
Julian Eisel
95749f5d54 Fix T70522: Sidebars in Clip Editor work incorrectly in Dopesheet mode
Actually, in Dopesheet mode, the regions shouldn't be toggle-able at
all. For the user they should appear to not exist.
Previously the Movie Clip Editor archieved this by setting the region
alignments to NONE, which this restores.

Introduced in 6aef124e7d.
2019-10-08 10:33:48 +02:00
14114b37e7 Fix pointer assignment 2019-10-03 07:32:28 +10:00
Yevgeny Makarov
7a83b64f7b UI: Fix Capitalization
Differential Revision: https://developer.blender.org/D5716
2019-09-20 14:31:24 +02:00
Dalai Felinto
92736a7b75 Per-Viewport Collection Visibility
Support per-viewport collection visibility options.

Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.

An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.

So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.

Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.

Reviewers: brecht, sergey
Subscribers: billreynish

Related task: T61327
Differential Revision: https://developer.blender.org/D5611
2019-09-13 12:37:35 -03:00
b6027b4efd UI: Labels capitalization.
Capitalize the first letter of a word, except articles and prepositions.
2019-09-12 12:23:51 +02:00
861697c9e5 Cycles: Initial Support For Local View
This diff will add support for local view to Cycles rendered preview mode.

Currently the implementation shows same results as EEVEE does. This entails
a difference with Blender 2.79, where lights were automatically added to the
local view. {T69780} describes this should be solved before the next release.

This patch also solves missing `owner_id` issues when using the RNA CPP Api
from Cycles. Cycles didn't provide the `owner_id` making some functionality
fail, what then was worked around in Blender. It also fixes an issue in
`makesrna` where incorrect CPP code was generated when only `PARM_RNAPTR`
was provided.

An optional `view_layer` parameter is added to the `Object.local_view_get`
method to reduce lookups.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5753
2019-09-12 09:08:22 +02:00
ff085e85d3 DNA: move View3D, View3DOverlay into DNA_view3d_defaults.h 2019-09-12 06:48:13 +10:00
6db00065c5 Cleanup: remove redundant RNA defaults
These are now set from DNA defaults.
2019-09-12 06:25:32 +10:00
7e61e59725 Cycles: Display RenderPass in Viewport
This change allows the user to select a renderpass in the 3d viewport.

Added support for external renderers to extend the `View3DShading` struct.
This way Blender doesn't need to know the features an external render engine wants to support.
Note that the View3DShading is also available in the scene->display.shading; although this is
supported, it does not make sense for render engines to put something here as it is really
scene/workbench related.

Currently cycles assumes that it always needs to calculate the combined pass; it ignores the
`pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5689
2019-09-11 12:19:44 +02:00
a5a003ed55 GPencil: New option to fade not selected objects
Before, it was only possible to fade the active object. The new option allows to fade all non gpencil selected object. This is a common request by artists.

{F7719513}

Reviewers: mendio, pepeland

Reviewed By: mendio

Differential Revision: https://developer.blender.org/D5704
2019-09-06 17:23:00 +02:00
1b287230a4 Viewport Shading: StudioLight Intensity
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D5674
2019-09-06 08:35:14 +02:00
adae93281c Cleanup: clang-format 2019-09-05 12:56:34 +10:00
f098f6df76 UI: Remove 'Context.' string when hovering over Properties tabs
Differential Revision: https://developer.blender.org/D5679

Reviewers: Brecht
2019-09-04 22:33:32 +02:00
68d1f09158 Shading Modes: Material and Render Preview
This change implements the basics as described in {T68312} for the
shading modes.

* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.

* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D5612
2019-09-04 15:57:00 +02:00
Julian Eisel
ee8f69c96c UI: File Browser Design Overhaul
This is a general redesign of the File Browser GUI and interaction
methods. For screenshots, check patch D5601.

Main changes in short:
* File Browser as floating window
* New layout of regions
* Popovers for view and filter options
* Vertical list view with interactive column header
* New and updated icons
* Keymap consistency fixes
* Many tweaks and fixes to the drawing of views

----

General:
* The file browser now opens as temporary floating window. It closes on
  Esc. The header is hidden then.
* When the file browser is opened as regular editor, the header remains
  visible.
* All file browser regions are now defined in Python (the button
  layout).
* Adjusted related operator UI names.

Keymap:
Keymap is now consistent with other list-based views in Blender, such as
the Outliner.
* Left click to select, double-click to open
* Right-click context menus
* Shift-click to fill selection
* Ctrl-click to extend selection

Operator options:
These previously overlapped with the source list, which caused numerous
issues with resizing and presenting many settings in a small panel area.
It was also generally inconsistent with Blender.
* Moved to new sidebar, which can easily be shown or hidden using a
  prominent Options toggle.
* IO operators have new layouts to match this new sidebar, using
  sub-panels. This will have to be committed separately (Add-on
  repository).
* If operators want to show the options by default, they have the option
  to do so (see `WM_FILESEL_SHOW_PROPS`, `hide_props_region`), otherwise
  they are hidden by default.

General Layout:
The layout has been changed to be simpler, more standard, and fits
better in with Blender 2.8.
* More conventional layout (file path at top, file name at the bottom,
  execute/cancel buttons in bottom right).
* Use of popovers to group controls, and allow for more descriptive
  naming.
* Search box is always live now, just like Outliner.

Views:
* Date Modified column combines both date and time, also uses user
  friendly strings for recent dates (i.e. "Yesterday", "Today").
* Details columns (file size, modification date/time) are now toggleable
  for all display types, they are not hardcoded per display type.
* File sizes now show as B, KB, MB, ... rather than B, KiB, MiB, … They
  are now also calculated using base 10 of course.
* Option to sort in inverse order.

Vertical List View:
* This view now used a much simpler single vertical list with columns
  for information.
* Users can click on the headers of these columns to order by that
  category, and click again to reverse the ordering.

Icons:
* Updated icons by Jendrzych, with better centering.
* Files and folders have new icons in Icon view.
* Both files and folders have reworked superimposed icons that show
  users the file/folder type.
* 3D file documents correctly use the 3d file icon, which was unused
  previously.
* Workspaces now show their icon on Link/Append - also when listed in
  the Outliner.

Minor Python-API breakage:
* `bpy.types.FileSelectParams.display_type`: `LIST_SHORT` and
  `LIST_LONG` are replaced by `LIST_VERTICAL` and `LIST_HORIZONTAL`.

Removes the feature where directories would automatically be created if
they are entered into the file path text button, but don't exist. We
were not sure if users use it enough to keep it. We can definitely bring
it back.

----

//Combined effort by @billreynish, @harley, @jendrzych, my university
colleague Brian Meisenheimer and myself.//

Differential Revision: https://developer.blender.org/D5601

Reviewers: Brecht, Bastien
2019-09-03 16:10:40 +02:00
bc51250c1f UV Editor: Remove Unimplemented Show Edges Option
Show Edges option in the UV editor does not do anything. Only RNA/DNA
code could be found, so it is save to be removed.

Differential Revision: https://developer.blender.org/D5446
2019-08-27 08:35:47 +02:00
4c353205ea UI: Various tooltip corrections and fixes
Patch by Yevgeny Makarov (jenkm)

Differential Revision: D5514
2019-08-24 00:45:21 +02:00
a1aa4a2597 RNA: Cleanup PointerRNA struct
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
  struct {
    void *data;
  } id;

  struct StructRNA *type;
  void *data;
} PointerRNA;
```

This patch updates it to:
```
typedef struct PointerRNA {
  struct ID *owner_id;
  struct StructRNA *type;
  void *data;
} PointerRNA;
```

Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.

Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D5558
2019-08-23 09:52:12 +02:00