Commit Graph

104368 Commits

Author SHA1 Message Date
548e2e2f25 Cleanup: remove annotations from startup scripts
The current convention is not to use annotations for UI/startup scripts.
2021-03-10 15:36:23 +11:00
3e67e2a36e Cleanup: compiler warning (ignored-qualifiers) 2021-03-10 15:35:58 +11:00
53b82efed6 Fix (unreported) geometry node attribute search not working in the
Properties Editor

Since rBb279fef85d1a, the nodes properties for geometry nodes using a
texture are displayed in the Properties Editor.

rB85421c4fab02 added an attribute search button, but this was missing
still (gave just the regular text button) if this was displayed in the
Properties Editor.

ref b279fef85d / T86416 / D10671 / D10673

Maniphest Tasks: T86416

Differential Revision: https://developer.blender.org/D10674
2021-03-10 00:01:28 +01:00
90520026e9 Fix: only follow first input of multi-input-socket when muted
Otherwise muting a Join Geometry node has no effect, when there
are multiple Join Geometry nodes in a row.
2021-03-09 21:22:30 +01:00
7d827d0e9e Fix T86422: Expand crashing with EEVEE enabled
Using EEVEE (as well as some other actions like saving the file or
tweaking mesh parameters) can cause a PBVH rebuild. The different sculpt
tools can store PBVH nodes or other related data in their caches, so
this data becomes invalid if the PBVH rebuilds during evaluation. This
ensures that the PBVH does not rebuild while the cache of Expand is
being used, like it already happens for brushes and filters.

Reviewed By: JacquesLucke

Maniphest Tasks: T86422

Differential Revision: https://developer.blender.org/D10675
2021-03-09 21:21:08 +01:00
dcd7dacc4f Graph Editor: FCurve Show Extrapolation Toggle
Adds toggle to graph editor (View->Show Extrapolation). When disabled,
then fcurves only draw over the keyframe range. For baked fcurves and
ghost fcurves, the range is all sampled points.

It is intended for frequent use so anybody could assign hotkey or add
to quick favorites that's why GE-View is the best place for it.

Show Extrapolation is the default.

Reviewed By: sybren, Stan1, looch

Differential Revision: http://developer.blender.org/D10442
2021-03-09 15:09:09 -05:00
cfd7b4d1cd BLI: New 'BLI_array_iter_spiral_square'
No functional changes.

This function replaces some of the logic in
`DRW_select_buffer_find_nearest_to_point` that traverses a buffer in a
spiral way to search for a closer pixel (not the closest).

Differential Revision: https://developer.blender.org/D10548
2021-03-09 16:03:56 -03:00
80f7f1070f Geometry Nodes: Add Attribute interpolation for polygon domains
This commit adds interpolation to and from attribute on the polygon
domain. Interpolation is done automatically when a node uses attributes
on two different domains. The following are the new interpolations and
corresponding simple test cases:
- **Point to Polygon**: Painting the shade smooth attribute in weight
  paint mode
- **Polygon to Point**: Moving points along a normal based on the
  material index
- **Polygon to Corner**: Scaling a UV map with the material index
  before sampling a texture

{F9881516}

This is also necessary for an improved implementation of the `normal`
attribute.

Differential Revision: https://developer.blender.org/D10393
2021-03-09 13:39:05 -05:00
996586860b Cleanup: Do not pass stack allocated string to MEM_callocN 2021-03-09 13:31:51 -05:00
3f7b585a08 Fix crash in boundary brush after refactor
A missing continue in this loop.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10610
2021-03-09 18:56:19 +01:00
e5c1e13ef0 Sculpt: Init Face Sets by Face Sets boundaries
This adds an extra option to the Face Sets Init operator to initialize
individual Face Sets based on the current Face Sets boundaries.
In particular, this is useful for splitting the patterns created by
Expand into individual Face Sets for further editing.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10608
2021-03-09 18:55:20 +01:00
b1ef55abdb Cleanup: Document ensure()-like behaviour of KeyMaps.new()
Document the fact that `bpy.types.KeyMaps.new()` will not create a new
keymap but instead return an existing one, if one with the given
name/space/region already exists.

No functional changes.
2021-03-09 17:42:23 +01:00
8351e2d4b9 Cleanup: add missing full stop to docstring of function
No functional changes.
2021-03-09 17:42:23 +01:00
Corbin Dunn
4069016de8 macOS/Ghost: Simplify pasteboard and screen count code
Reviewed By: #platform_macos, sebbas, ankitm
Differential Revision: https://developer.blender.org/D10616
2021-03-09 21:38:47 +05:30
Corbin Dunn
9d046019e2 macOS/Ghost: Remove unnecessary nil checks.
Reviewed By: #platform_macos, sebbas, ankitm
Differential Revision: https://developer.blender.org/D10616
2021-03-09 21:38:44 +05:30
Corbin Dunn
cd1e6df534 macOS/Ghost: Replace NSAutoreleasePool with @autoreleasepool
- Automatic and guaranteed cleanup.
- Improves readability and reduces chances of errors by removing
`[pool drain]` statements.

Reviewed By: #platform_macos, sebbas, ankitm
Differential Revision: https://developer.blender.org/D10616
2021-03-09 21:38:41 +05:30
04e816bd11 Fix T86432: missing check if attribute is available
This failed when the component did exist, but did not contain any data.
2021-03-09 17:00:17 +01:00
c6a831cfbc Cleanup: use raw strings. 2021-03-09 16:50:47 +01:00
077beb738c Cleanup: use nullptr in cpp. 2021-03-09 16:34:43 +01:00
0700441578 Geometry Nodes: Expose "shade smooth" as an attribute
This patch exposes the "Shade Smooth" value as a boolean attribute.
This setting is exposed as a check-box in the mesh data properties,
but the value is actually stored for every face, allowing some faces
to be shaded smooth with a simple per-face control.

One bonus, this allows at least a workaround to the lack of control
of whether meshes created by nodes are shaded smooth or not: just use
an attribute fill node.

Differential Revision: https://developer.blender.org/D10538
2021-03-09 09:27:44 -05:00
Jeroen Bakker
eaada56591 Cleanup: add resource manager for cryptomatte session.
Auto frees cryptomatte session when it the pointer is collected from the
stack.

Reviewed By: Jacques Lucke

Differential Revision: https://developer.blender.org/D10667
2021-03-09 15:19:12 +01:00
cdb0b3cedc Compositor: Silence -Wself-assign
Use member initializer list for constructor.
Use `this->` for member function.
Introduced in rBef53859d24a9720882e3ca6c5415faefec6fb82c

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10653
2021-03-09 19:19:21 +05:30
be6b3923f5 Compositor: silence clang/clang-tidy override warnings
`-Winconsistent-missing-override` and `modernize-use-override`.

Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10654
2021-03-09 19:19:08 +05:30
6114d909d6 Fix T86417: Crash deleting Shader AOV from an empty list
Missing NULL check in {rB2bae11d5c08a}.

Candidate for corrective release I guess.

Maniphest Tasks: T86417

Differential Revision: https://developer.blender.org/D10666
2021-03-09 14:45:38 +01:00
68ff213cd4 Cleanup: Correct area writing function name
This function writes areas, not regions. The old name read as if it was
regions.
2021-03-09 14:18:09 +01:00
7f9b6b1dc9 Sculpt: 'Unifiy' Dyntopo Detail Size operators
Prior to rB99a7c917eab7, Shift + D was used to set detail size for both
constant and relative detail (using radial control). The commit added an
improved operator for doing this for constant detail (showing the
triangle grid representation), but left the user without a shortcut to
do this for relative detail.

Interestingly rB99a7c917eab7 only changed this for the Blender keymap,
the Industy Compatible keymap still has the "old" entry.

This patch changes both keymaps to have both entries.

For user experience, the real change here is to have both available on
one 'primary' shortcut (Shift+D), the improved
'dyntopo_detail_size_edit' operator will now act on all possible cases.
If it deals with constant detail, it acts as before, if it deals with
relative detail etc, it will fallback to the "old" way of doing it via
radial control instead. I assume this adresses what was stated in
rB99a7c917eab7: "Deciding if both detail sizes can be unified needs a
separate discussion"

Also, move dyntopo_detail_size_edit to sculpt_detail.c

Fixes T83828

Maniphest Tasks: T83828

Differential Revision: https://developer.blender.org/D9871
2021-03-09 13:55:37 +01:00
2283b6ef69 Fix the session UUID being set for temporary blend file data
Triggered by temporarily appending library linked data from Python.
2021-03-09 23:47:43 +11:00
07a9d39f57 Fix: unconnected multi socket input crashes
The crash would only happen when the output of the Join Geometry node is used.
2021-03-09 09:45:18 +01:00
dc3e9048ae Cleanup: fix warnings 2021-03-09 09:31:14 +01:00
745576b16e UI: Clean up sub-panel for new boolean modifier options
A few changes to make this consistent with other modifier panels:
 - Title case for UI labels
 - Use property split (and therefore decorators)
 - Declare sublayout variables after getting modifier info
2021-03-08 22:22:16 -05:00
d25ab68cf4 Cleanup: Complete earlier geometry component refactor
This was meant to be part of rB9ce950daabbf, but the change dropped from
the set at some point in the process of updating and committing.
Sorry for the noise.
2021-03-08 16:31:51 -05:00
8df968d69f "Show Texture in texture tab" button: full support for Sculpt / Paint
In {rBb279fef85d1a} the button that displays a texture in a Properties
Editor texture tab was added for geometry nodes.
Same commit will actually show them for Brush textures as well (but
disabled -- because the Texture users dont match).
This task is for finanlizing proper support for Brush textures as well.
There was originally a separate patch for this (see {D9813}) but most of
it was already implemented by above commit.

**what this solves**
from the default startup file:
- go to any sculpt or paint mode and add a texture to your brush
- observe the button to edit this texture in the Properties editor is
greyed out

{F9860470}

There are two possible solutions:
- [1] call the texture template for the brush `texture_slot` texture
(instead of the brush 'texture') from the python UI code, this is then
working in harmony how ButsTextureUser works for brushes
- [2] tweak the way `ButsTextureUser` works (dont rely on
`RNA_BrushTextureSlot` there)

This patch implements the first solution.
Since `brush.texture_slot` is `br->mtex` RNA wrapped and `brush.texture`
is `br->mtex.tex` RNA wrapped, this really comes down to doing the same
thing. I checked that creating a new texture and unlinking/deleting will
have the same results even though they take slightly different code
paths: assignment and NULLing the pointers are working on the same (see
above) and RNA update callbacks also do the same [even though in
different functions]:
- brush.texture will do rna_Brush_main_tex_update
- brush.texture_slot.texture will do rna_TextureSlotTexture_update /
rna_TextureSlot_update
(only difference here is an additional DEG relations update in the case
of texture_slot which should not do harm)

Differential Revision: https://developer.blender.org/D10626
2021-03-08 19:38:35 +01:00
2e19509e60 Geometry Nodes: Rename subdivision nodes
This makes the following changes to the name of the two
geometry nodes subvision nodes:
 - `Subdivision Surface` -> `Subdivide Smooth`
 - `Subdivision Surface Simple` -> `Subdivide`
Most of the benefit is that the names are shorter, but it also better
mirrors the naming of operations in edit mode, and phrases the names
more like actions. This was discussed with the geometry nodes team.
2021-03-08 13:37:49 -05:00
Mark Stead
a45af290f3 Fix T86357: EEVEE: Shadows: Casters have exponential performance degradation with many objects
When you have many distinct objects, in an Eevee render then the shadow caster gets exponentially slower as the number of (distinct) objects increase.

This is because of the way that frontbuffer->bbox (EEVEE_BoundBox array) and the associated frontbuffer->update bitmap are resized.
Currently the resizing is done by reserving space for SH_CASTER_ALLOC_CHUNK (32) objects at a time.
When the number of objects is large, then the MEM_reallocN() gets progressively slower because it must memcpy the entire bbox/bitmap data to the new memory chunk.
And there will be a lot of *memcpy* operations for a large scene.
(Obviously there are a significant number of memory allocations/deallocations too - though this would be linear performance.)

I've switched to doubling the frontbuffer->alloc_count (buffer capacity) instead of adding SH_CASTER_ALLOC_CHUNK (32).  As I understand this is the only way to eliminate exponential slowdown.  Just increasing the size of SH_CASTER_ALLOC_CHUNK would still result in exponential slowdown eventually.

In other changes, the "+ 1" in this expression is not necessary.
if (id + 1 >= frontbuffer->alloc_count)
The buffer is 0-based.  So when the buffer is initially allocated then id values from bbox[0] to bbox[31] are valid.  Hence when frontbuffer->count == frontbuffer->alloc_count, is when the resizing should be triggered.
As it stands the "+ 1" results in resizing the buffer, when there is still capacity for one more object in the buffer.

I've changed the initial buffer allocation to use MEM_mallocN() instead of MEM_callocN().  The difference is that malloc() doesn't memset buffer (with zeros) when allocated.  I've checked the code where new bbox records are created, and it does not rely on the buffer being initialised with zeros.
Anyway, isn't calloc() safer than using malloc()?  Well no, it's actually the opposite in this case.  Every time the buffer size is increased, it is done using realloc(), and this does not zero-out the uniniitialised portion of the buffer.  So the code would break if it was modified to assume that the buffer contains zeros.  Hence I believe initialising the buffer using calloc() could be misleading to a new developer.

Won't this result in increased memory usage?  Yes, if you have millions of objects in your scene, then you are potentially using up-to twice the memory for the shadow caster.  (However if you have millions of objects in your scene you're probably finding the Eevee render times a slow.)
Note that once the render gets going the frontbuffer bbox/bitmap will be shrunk to a multiple of SH_CASTER_ALLOC_CHUNK (32), therefore releasing the overallocation of memory.
As observed in Visual Studio - this appears to be prior to peak memory usage anyway.
Note this shrinking is executed in EEVEE_shadows_update() - during the first render sample pass.  If necessary you could consider shrinking the buffer immediately after the EEVEE_shadows_caster_register() has done it's work.  (Note however it appears you would need to add that function call is multiple places.)
Anyway as per the bug report I raised, I observed a 5% increase in peak-memory.  And I'm unclear whether this difference in memory is due to me running the debug build.  (It could be that there is no difference because of the shrinking.)

I couldn't figure out how the shadow caster backbuffer works.  I see that EEVEE_shadows_init() has an explicit command to swap the front/back buffers.  However this is done only when the buffers are first initialised and there is nothing in there yet.  In my testing, the backbuffer->count was always zero, EEVEE_shadows_update() never did anything with the backbuffer.

Finally this problem is most evident when using Geometry Nodes or a Particle System to instantiate many objects.  Objects created through say the array modifier do not cause any issues because it is considered one object by the shadow caster.

Reviewed By: #eevee_viewport, fclem

Differential Revision: https://developer.blender.org/D10631
2021-03-08 18:51:48 +01:00
84a4f2ae68 Geometry Nodes: Improve performance of point distribute node
This commit refactors the point distribute node to skip realizing
the instances created by the point instance node or the collection
and object info nodes. Realizing instances is not necessary here
because it copies all the mesh data and and interpolates all
attributes from the instances when this operation does not
need to modify the input geometry at all.

In the tree leaves test file this patch improves the performance of
the node by about 14%. That's not very much, the gain is likely larger
for more complicated input instances with more attributes (especially
attributes on different domains, where interpolation would be necessary
to join all of the instances). Another possible performance improvement
would be to parallelize the code in this node where possible.

The point distribution code unfortunately gets quite a bit more
complicated because it has to handle the complexity of having many
inputs instead of just one.

Note that this commit changes the randomness of the distribution
in some cases, as if the seed input had changed.

Differential Revision: https://developer.blender.org/D10596
2021-03-08 12:45:06 -05:00
fc0de69471 Cleanup: Split up new files for Outliner ID tree-elements
Splits up `tree_element_id.cc`/`tree_element_id.hh`.
If we move all ID types into this one file, it will become rather big. Smaller
files are probably easier to work with. We could still keep small classes like
`TreeElementIDLibrary` in the general file, don't mind really, but this creates
separate files for that too.
2021-03-08 18:38:23 +01:00
f0ad78e17c Cleanup: Rename recently added Outliner files to exclude "_base" suffix
These files can contain more than just the "base" tree element types. E.g. the
class for the view-layer base element can also contain the class for the
view-layer elements. Otherwise we'd end up with like >50 files for the
individual types, most of them very small.
So just give the files a general name and put the related classes in there.
2021-03-08 18:38:23 +01:00
4292bb060d Outliner: Port scene elements and some related types to new tree-element code design
Continuation of work in 2e221de4ce, 249e4df110 and 3a907e7425.

Adds new tree-element classes for the scene-ID, scene collections, scene
objects, and the view layers base.
There is some more temporary stuff in here, which can be removed once we're
further along with the porting. Noted that in comments.
2021-03-08 18:38:23 +01:00
8771f015f5 Python version of make_source_archive.sh
This is a Python version of the existing `make_source_archive.sh`
script. IMO it's easier to read, and it'll also be easier to extend with
the necessary functionality for D10598.

The number of lines of code is larger than `make_source_archive.sh`, but
it has considerably less invocations of `awk` ;-) And also the filtering
is integrated, instead of forking out to Python to prevent certain files
to be included in the tarball.

Reviewed By: dfelinto, campbellbarton

Differential Revision: https://developer.blender.org/D10629
2021-03-08 18:10:26 +01:00
9ce950daab Cleanup: Move geometry component implementations to separate files
Currently the implementations specific to each geometry type are in
the same file. This makes it difficult to tell which code is generic
for all component types and which is specific to a certain type.
The two files, `attribute_access.cc`, and `geometry_set.cc` are
also getting quite long.

This commit splits up the implementation for every geometry component,
and adds an internal header file for the common parts of the attribute
access code. This was discussed with Jacques Lucke.
2021-03-08 11:41:23 -05:00
bf799cb12c Fix T81741 EEVEE: Ambient Occlusion does not converge properly
This was due to the AO random sampling using the same "seed" as
the AA jitter. Decorelating the noise fixes the issue.
2021-03-08 17:25:38 +01:00
30cb4326fe EEVEE: Ambient Occlusion: Add sample parameter support for the AO node
The actual sample count is rounded up to a multiple of 4 because we
sample 4 horizons directions.

Changing this setting forces the shader to recompile (because using a
GPU_constant).
2021-03-08 17:25:38 +01:00
1540f1df07 EEVEE: RenderPass: Improve AO pass if screen space radius is small
This just bypass the occlusion computation if there is no occlusion
data. This avoids weird looking occlusion due to the screen space
geometric normal reconstruction.
2021-03-08 17:25:38 +01:00
0983e66e03 EEVEE: Occlusion: Use ScreenSpaceRay for iteration
The sampling is now optimum with every samples being at least one pixel
appart. Also use a squared repartition to improve the sampling near the
center.

This also removes the thickness heuristic since it seems to remove
a lot of details and bias the AO too much.
2021-03-08 17:25:38 +01:00
5db5966cdb EEVEE: Sampling: Split hemisphere sampling just like GGX
This is useful for debugging raycasting.
2021-03-08 17:25:16 +01:00
6842c549bb EEVEE: SSRayTrace: Cleanup/Refactor
This is a major rewrite that improves the screen space raytracing
a little bit.

This also decouple ray preparation from raytracing to be reuse in other
part of the code.

This changes a few things:
- Reflections have lower grazing angle failure
- Reflections have less self intersection issues
- Contact shadows are now fully opaque (faster)

Unrelated but some self intersection / incorrect bad rays are caused by
the ray reconstruction technique used by the SSR. This is not fixed by
this commit but I added a TODO.
2021-03-08 17:25:16 +01:00
ba75ea8012 EEVEE: Use Fullscreen maxZBuffer instead of halfres
This removes the need for per mipmap scalling factor and trilinear interpolation
issues. We pad the texture so that all mipmaps have pixels in the next mip.

This simplifies the downsampling shader too.

This also change the SSR radiance buffer as well in the same fashion.
2021-03-08 17:25:16 +01:00
6afe2d373a Fix ID preview not updating in Asset Browser
Fix ID preview not updating in Asset Browser, by actually sending an
explicit `NA_EDITED` along with the `NC_ASSET` notifier.
2021-03-08 17:20:23 +01:00
a6a8ca9212 Fix T86063: support 'Relative Path' setting opening (alembic) caches
This was reported as opening alembic caches ignoring the
'use_relative_paths' preference, but this operator just did not have
this setting. Fortunately, adding this is just a simple switch.

Maniphest Tasks: T86063

Differential Revision: https://developer.blender.org/D10568
2021-03-08 17:01:03 +01:00
1aa59464b6 Cleanup: Move LibOverride debug prints to CLOG. 2021-03-08 16:53:16 +01:00