Commit Graph

179 Commits

Author SHA1 Message Date
Hallam Roberts
82df48227b Nodes: Add general Combine/Separate Color nodes
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
  "Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
  "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
  nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
  "Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
  "Separate RGB/HSV" nodes.

Python addons have not been updated to the new nodes yet.

**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.

**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.

Differential Revision: https://developer.blender.org/D14034
2022-05-04 18:44:03 +02:00
17769489d9 VSE: Add option to limit timeline view height
When height is limited, it is defined by space occupied by strips,
but at least channels 1 to 7 will be always visible. This allows it to
easily overview timeline content by zooming out to maximum extent in Y
axis and panning in X axis.

More channels can be "created" on demand by moving strip to higher
channel. When strip is removed and highest channel becomes empty, view
will stay as is until it is moved down. Then new highest point is
remembered and it is not possible to pan upwards until strip is moved to
higher channel.

Limiting takes into account height of scrubbing and markers area as
well as scrollers. This means that when zoomed out to maximum extent,
no strips are obstructed by fixed UI element.

Fixes T57976

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D14263
2022-04-28 16:14:51 +02:00
37ede15e63 Blender 3.2 Beta - Subversion bump 2022-04-28 11:40:42 +02:00
3221766820 Fix string escaping in override versioning and modifier renaming 2022-04-26 13:46:02 +10:00
ed971a19fa Curves: show sculpt tool settings in panels
Ref T97444.

Differential Revision: https://developer.blender.org/D14700
2022-04-21 14:51:37 +02:00
575ade22d4 Commit D14179: Revamp Vertex Paint With C++
- Verrtex paint mode has been refactored into C++ templates.
  It now works with both byte and float colors and point
  & corner attribute domains.
- There is a new API for mixing colors (also based
  on C++ templates).  Unlike the existing APIs byte
  and float colors are interpolated identically.
  Interpolation does happen in a squared rgb space,
  this may be changed in the future.
- Vertex paint now uses the sculpt undo system.

Reviewed By: Brecht Van Lommel.

Differential Revision: https://developer.blender.org/D14179
Ref D14179
2022-04-20 22:14:03 -07:00
03ec505fa5 Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLOR
The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
2022-04-20 09:10:10 -05:00
c71013082d Geometry Nodes: show used named attributes in nodes
This adds a new node editor overlay that helps users to see where
named attributes are used. This is important, because named
attributes can have name collisions between independent node
groups which can lead to hard to find issues.

Differential Revision: https://developer.blender.org/D14618
2022-04-14 16:31:09 +02:00
92c89d7b87 UDIM: Move UDIM grid controls to the Overlay panel
This change moves the grid panel UI from the View tab up into the
Overlay panel.

Reasons to move to the Overlay panel include:
 - Consistency with the grid options in the 3D viewport
 - The grid has been drawn as an Overlay for quite some time already

Additional changes that now make sense to have:
 - The grid responds to the main Overlay show/hide toggle
 - Adds a toggle to show/hide the grid which is consistent with overlays in general

As before, these grid controls are only available for active UV edit
sessions.

Differential Revision: https://developer.blender.org/D11862
2022-04-08 21:40:05 -07:00
Aleksi Juvani
81ec3dce65 Geometry Nodes: Add "Connected" mode to Merge by Distance node
Expose the "Connected" mode from the weld modifier in the
"Merge by Distance" geometry node. This method only merges
vertices along existing edges, but it can be much faster
because it doesn't have to build a KD Tree of all selected
points.

Differential Revision: https://developer.blender.org/D14321
2022-04-06 17:30:56 -05:00
eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00
b5f3f8ef1d Fix collection assets hidden in old files with asset browser open
Make sure the filtering in the Asset Browser doesn't filter out
collection assets.
2022-04-04 17:54:39 +02:00
277fa2f441 VSE: Add channel headers
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.

Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.

Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.

Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.

Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`

Originally this included changes in D14263, but patch was split for
easier review.

Reviewed By: fsiddi, Severin

Differential Revision: https://developer.blender.org/D13836
2022-04-04 12:56:43 +02:00
9ae98f305a Cleanup: spelling in comments 2022-03-30 11:38:24 +11:00
d7c802c25f LibOverride: Add initial handling of system overrides in creation/duplication/resync code, and some basic do_version.
When creating with hierarchies, core code only generates system
overrides, responsibility to define 'user overrides' is then for the
higher-level calling code (Editor/Operator-level).

do_version code uses fairly basic euristics, should be good enough here
though in most cases. and can always be refined later if needed.

Ref: {T95707}.
2022-03-29 17:59:17 +02:00
6f305577b3 Cleanup: use "num" as a suffix in: source/blender/modifiers
Also rename DNA struct members.
2022-03-28 14:41:31 +11:00
Henrik Dick
d4e1458db3 GPencil: Improve smooth operation
This patch makes the grease pencil smooth operation symmetric.
It also increases the performance a lot if strong smoothing is
required. Additionally there is an option for the position smooth
operation to keep the shape closer to the original for more iterations.

Since the result differs from the previous algorithm, versioning is used
to change the iterations and factor to match the old result.

Differential Revision: http://developer.blender.org/D14325
2022-03-25 11:51:45 +01:00
dcb520a7af Outliner: Remove list of library overrides from general display modes
There is a dedicated Library Override display mode now, and showing
these elsewhere just adds noise and makes the code problematic to
maintain (since the same element hierarchy will be used in two entirely
different contexts). The corresponding filter settings are removed too.

Part of T95802.

Reviewed by: Bastien Montagne

Differential Revision: https://developer.blender.org/D14411
2022-03-24 17:25:24 +01:00
a58be397e2 Curves: new Add brush
This adds a new Add brush for the new curves object type in sculpt mode.
The brush is used to insert new curves (typically hair) on the surface object.

Supported features:
* Add single curve exactly at the cursor position when `Add Amount` is 1.
* Front faces only.
* Independent interpolate shape and interpolate length settings.
* Smooth and flat shading affects curve shape interpolation.
* Spherical and projection brush.

This also adds the `surface_triangle_index` and `surface_triangle_coordinate`
attributes. Those store information about what position on the surface each
added curve is attached to:
* `surface_triangle_index` (`int`): Index of the internal triangle that a curve
  is attached to. `-1` when the curve is not attached to the surface.
* `surface_triangle_coordinate` (`float2`): First two numbers of a barycentric
  coordinate that reference a specific position within the triangle.

Ref T96444.

Differential Revision: https://developer.blender.org/D14340
2022-03-21 18:59:03 +01:00
943b919fe8 Geometry Nodes: Remove legacy node code
This commit removes the implementations of legacy nodes,
their type definitions, and related code that becomes unused.
Now that we have two releases that included the legacy nodes,
there is not much reason to include them still. Removing the
code means refactoring will be easier, and old code doesn't
have to be tested and maintained.

After this commit, the legacy nodes will be undefined in the UI,
so 3.0 or 3.1 should be used to convert files to the fields system.

The net change is 12184 lines removed!

The tooltip for legacy nodes mentioned that we would remove
them before 4.0, which was purposefully a bit vague to allow
us this flexibility. In a poll in a devtalk post showed that the
majority of people were okay with removing the nodes.
https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199

Differential Revision: https://developer.blender.org/D14353
2022-03-16 08:51:11 -05:00
d4e46c13cc Geometry Nodes: Add named attribute nodes behind experimental flag
This commit adds three nodes:
- `Remove Attribute`: Removes an attribute with the given name
- `Named Attribute`: A field input node
- `Store Named Attribute`: Puts results of a field in a named attribute

They are added behind a new experimental feature flag, because further
development of attribute search and name dependency visualization will
happen as separate steps.

Ref T91742

Differential Revision: https://developer.blender.org/D12685
2022-03-14 11:48:11 -05:00
a5578351c3 Auto-generate RNA-structs declarations in RNA_prototypes.h
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.

Differential Revision: https://developer.blender.org/D13862

Reviewed by: brecht, campbellbarton
2022-03-14 17:08:46 +01:00
Laurynas Duburas
0602852860 Curve: Improve NURBS knot generation modes
This patch enables all 8 combinations of Nurbs modes: Cyclic,
Bezier and Endpoint. Also removes restriction on Bezier Nurbs order.

The most significant changes are mode combinations bringing new
meaning. In D13891 is a scheme showing NURBS with same control
points in a modes, and also further description of each possible case.

Differential Revision: https://developer.blender.org/D13891
2022-03-10 18:34:27 -06:00
d449deec21 Cleanup: use enum for local versioning enum 2022-03-11 09:27:37 +11:00
Germano Cavalcante
e3de755ae3 Transform/UI: individualize the option to use snap per editor type
`3DView`'s `use_snap` option has little or nothing to do with using
snapping in `UV`, `Nodes` or `Sequencer`.
So there are no real advantages to keeping these options in sync.

Therefore, individualize the option to use snap for each "spacetype".

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D13310
2022-03-10 18:47:38 -03:00
136f0910ff Fix T96250: Invalid default for uv_relax_method
Correct the default & version existing files.
2022-03-09 16:10:19 +11:00
68a2dc58de Weight Proximity: do flag split versioning both in 3.1 and 3.2
The flags overlapped ever since normalize was added, so this
requires versioning to copy the flag value. This needs to be
done both in Blender 3.1 and 3.2.

Differential Revision: https://developer.blender.org/D14165
2022-02-21 18:15:17 +03:00
1234a7ada0 Merge branch 'blender-v3.1-release' 2022-02-21 18:14:41 +03:00
82ff0fa586 Weight Proximity: fix value overlap between Normalize and Invert VGroup.
The flags overlapped ever since normalize was added, so this requires
versioning to copy the flag value.

Differential Revision: https://developer.blender.org/D14165
2022-02-21 18:08:53 +03:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Dimitry Kaplin
1c5f2e49b7 VSE: Add filter method to strip transform
Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D12807
2022-02-07 10:41:26 +01:00
f756dc4812 Blender 3.1 Beta- subversion bump 2022-01-28 11:11:11 +01:00
4251455dcd Geometry Nodes: Mesh Island Node - Rename Index Socket
Rename 'Index' Socket to 'Island Index' to make it more consistent with
'Island Count'

Differential Revision: https://developer.blender.org/D13893
2022-01-21 09:01:18 -06:00
4d5c08b938 Geometry Nodes: Add Signed Output to Edge Angle Node
Adds a second output to the edge angle node that shows the signed angle
between the two faces, where Convex angles are positive and Concave angles
are negative. This calculation is slower than the unsigned angle, so it
was best to leave both for times where the unsigned angle will suffice.

Differential Revision: https://developer.blender.org/D13796
2022-01-18 09:20:31 -06:00
6a16a9e661 Geometry Nodes: Rename transfer attribute geometry input
Conceptually, this is the geometry that data is taken from,
not the target of an operation, so rename it from "Target"
to "Source". This was common user feedback and agreed
on in a recent sub-module meeting.
2022-01-14 16:42:04 -06:00
cea588b9ef Cleanup: spelling in comments, C++ style comments for disabled code
Also ensure space at end of comment.
2022-01-14 11:23:46 +11:00
3537abe84b Geometry Nodes: Rename String to Curves socket
Today many users seem to think the output from
this node is a single curve with multiple splines.
This patch renames the geometry output socket
from "Curves" to "Curve Instances" to avoid confusion.

Differential Revision: https://developer.blender.org/D13693
2022-01-13 19:17:03 +01:00
b3dc1a17a0 Fix BKE_image_ensure_tile_token being called with a full path
Assert that only the file name component is passed in
since special handling for UDIM should only be applied to the file name.

Also remove an unnecessary NULL check on the filename argument.
2022-01-07 15:15:08 +11:00
1785286ecc Bone Overlay: support changing bone wireframe opacity.
When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.

This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.

Differential Revision: https://developer.blender.org/D11804
2022-01-06 16:43:18 +03:00
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
1b9e103a30 Fix T94594: Incorrect spreadsheet data set region type in old files
This completes 1a721c5dbe by versioning old files to correct the
region type. The "tools" region type is relatively standard for this type
of region and doesn't require any changes to the theme, unlike
the "nav bar" type, which would have been a reasonable choice.
2022-01-03 12:54:40 -06:00
180b66ae8a UDIM: Support virtual filenames
This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:

| Token | Meaning |
| ----- | ---- |
| <UDIM>   | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |

Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png   --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png

For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.

If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.

For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.

Differential Revision: https://developer.blender.org/D13057
2022-01-02 20:48:59 -08:00
7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
4b21067aea Fix T94116: Drivers can have multiple variables with same name
The RNA setter now ensures that driver variables are uniquely named
(within the scope of the driver).

Versioning code has been added to ensure this uniqueness. The last
variable with the non-unique name retains the original name; this
ensures that the driver will still evaluate to the same value as before
this fix.

This also introduces a new blenlib function `BLI_listbase_from_link()`,
which can be used to find the entire list from any item within the list.

Manifest Task: T94116

Reviewed By: mont29, JacquesLucke

Maniphest Tasks: T94116

Differential Revision: https://developer.blender.org/D13594
2021-12-17 17:31:15 +01:00
9690b7c91b Fix (unreported): missed running versioning code in some files
The versioning code was accidentally put not at the very bottom.
That lead to a situation where it wasn't run on some files that happened
to be within a specific short time frame.

Since the versioning code is idempotent, it can just run again on existing
files. Therefore, this commit just moves it back to the bottom so that it
is executed on all files again.

Broken Commit: rB5b61737a8f41688699fd1d711a25b7cea86d1530.
2021-12-17 13:49:53 +01:00
Charlie Jolly
5b61737a8f Nodes: Add vector support to Map Range node
This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.

Notes:
This breaks forward compatibility as this node now uses data storage.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D12760
2021-12-14 18:27:01 +00:00
f5ce243a56 Geometry Nodes: support instance attributes when realizing instances
This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
  realized geometry. If the same attribute exists on the geometry and on an
  instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
  output points. This is necessary to make e.g. the Random Value node work
  as expected afterwards.

Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.

This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.

```
1,000,000 x mesh vertex:       530 ms -> 130 ms
1,000,000 x simple cube:      1290 ms -> 190 ms
1,000,000 x point:            1000 ms -> 150 ms
1,000,000 x curve spiral:     1740 ms -> 330 ms
1,000,000 x curve line:       1110 ms -> 210 ms
10,000 x subdivided cylinder:  170 ms ->  40 ms
10 x subdivided spiral:        180 ms -> 180 ms
```

Differential Revision: https://developer.blender.org/D13446
2021-12-14 15:57:58 +01:00
70a7685d04 UI: Add an option to display the node editor context path
Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.

Differential Revision: https://developer.blender.org/D13248
2021-12-01 21:45:41 -05:00
1757840843 Geometry Nodes: Generalized Compare Node
Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.

The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
    (using rgb_to_grayscale value as the brightness value)

Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.

Differential Revision: https://developer.blender.org/D13228
2021-12-01 09:36:25 -06:00
1cd9fcd98d Geometry Nodes: Rename Curve Parameter, Add Index on Spline
- Rename the Curve Parameter node to Spline Parameter.
  - Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.

Differential Revision: https://developer.blender.org/D13275
2021-11-30 07:21:14 -06:00