Commit Graph

98724 Commits

Author SHA1 Message Date
f7029bc960 Cleanup: Incorrect assignment in previous cleanup commit 2023-04-10 14:02:32 -04:00
47ab0403f0 Cleanup: Slight improvements to Python BVH tree utility
- Reduce indentation
- Use Span instead of raw pointers in a few places
- Decrease variables scope
2023-04-10 13:48:37 -04:00
c71f66daa8 Cleanup: Remove commented code 2023-04-10 13:47:36 -04:00
0c01e0f489 Realtime Compositor: Implement Map UV node
This patch implements the Map UV node for the realtime compositor. This
is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.

Pull Request: blender/blender#106765
2023-04-10 17:29:39 +02:00
ad7e6d5e43 Fix wrong gradients in Displace node shader
This patches fixes a typo in the Displace node shader for the realtime
compositor where the vertical gradient used the horizontal table index.
2023-04-10 15:18:22 +02:00
f8c964de87 GPU: Improve the shader cache GC behavior
Improves the shader cache GC behavior, so the passes are only
deleted after being orphaned for over 1 minute.

Pull Request: blender/blender#106386
2023-04-10 11:39:00 +02:00
4bbbad49c8 Fix missing includes 2023-04-10 15:10:04 +10:00
0a460d4707 UV: refactor uv packing for readability and performance 2023-04-10 11:42:24 +12:00
cc5128f6ca Realtime Compositor: Implement Fog Glow Glare node
This patch implements the Fog Glow option in the Glare node. The
implementation does not match the existing implementation in the CPU
compositor, because it is computationally infeasible for the realtime
compositor. Instead, this implementation is similar to how Bloom is
implemented in EEVEE, based on the talk:

"Next Generation Post Processing in Call of Duty: Advanced Warfare".

This is just a temporary solution as requested by users until we either
implement an accurate implementation using FFT, provide a separate
option for EEVEE bloom, or roll out a different solution altogether.

Pull Request: blender/blender#106042
2023-04-09 15:42:20 +02:00
625ba3cb5d Realtime Compositor: Implement Displace node
This patch implements the Displace node for the realtime compositor.
This is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.

Pull Request: blender/blender#106681
2023-04-09 09:15:28 +02:00
b939b60c3f Realtime Compositor: Implement Z Combine node
This patch implements the Z Combine node for the realtime compositor.
The patch also extends the SMAA implementation to work with float
textures as a prerequisite to the Z Combine implementation. Moreover, a
mechanism for computing multi-output operations was implemented, in
which unneeded outputs will allocate a dummy 1x1 texture for a correct
shader invocation, then those dummy textures will be cleaned up by
calling a routine right after evaluation.

This is different from the CPU implementation in that the while combine
mask is anti-aliased, including the alpha mask, which is not considered
in the CPU case.

The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.

Pull Request: blender/blender#106637
2023-04-09 09:06:41 +02:00
7a267aa000 DRW: Selection Occlusion
#### Summary
Occlude edit mode selection behind objects in object mode.

#### Problem
When doing retopology, you want to be able to select your edit mesh,
but only when you can see it.
Being able to select geometry behind reference objects is not
desirable.

#### Solution
Make it so reference objects occlude selection, while the edit mesh is
pushed towards the view using retopology offset.

#### Limitations
Poly Build is not supported, because it doesn't use the depth buffer.
It behaves the same as normal, unoccluded by reference meshes.

#### Notes
Selection occlusion is not used when xray is enabled. This is
intentional.

Pull Request: blender/blender#105498
2023-04-09 08:08:01 +02:00
bc86223975 Cleanup: readability improvements in uv packer
Moved alpaca_rotate code closer to alpaca_turbo.
Improve const correctness.
Added some simple optimizations which improve readability.
2023-04-09 11:23:31 +12:00
cde565c26c PBVH: update mesh data pointers stored in pbvh
This is necessary for #106228. Without this, `PBVH` might contain pointers to
data that either does not exist anymore or that must not be edited because
it is shared.

Pull Request: blender/blender#106271
2023-04-08 13:29:37 +02:00
5cc5d6391b Cleanup: simplify customData_resize
There is no point in checking if the allocation of this relatively
small array was successful. We only do that in very few places,
but here it just adds unnecessary complexity.
2023-04-08 13:09:30 +02:00
9182851afe Cleanup: use BLO_CODE_ prefix for BHead codes
Having names like `DATA`, `TEST` and `USER` in the global namespace feels a bit wrong.

Pull Request: blender/blender#106673
2023-04-08 12:42:40 +02:00
e369bf4a6d UI: Text Object International Case Change
Allow Text Object operator FONT_OT_case_set to correctly transform the case
of strings written in almost all scripts that differentiate letter case.

Pull Request: blender/blender#106581
2023-04-07 23:40:42 +02:00
ade103d7b8 Depsgrpah: Fix 'use after free' invalid access to stored keys names.
Stored `ComponentIDKey` and `OperationIDKey` would still use string
references (char pointers) to data in related IDs, instead of using the
already locally stored std::string name of their matching `ComponentNode`
or `OperationNode` for that.

During undo, to reduce updates and speedup undo steps, a lot of IDs get
'replaced in place', i.e. new data read from the undo memfile is moved
into the existing 'old' ID memory address. And the depsgraph is also
re-used from the old BMain.

Calling `DEG_id_tag_update` and similar on the ID could then cause
depsgraph code to access freed memory from the 'old' data.

Joint effort with @sergey and the rest of the depsgraph team, thanks!
2023-04-07 15:46:19 +02:00
75c0e808b8 Fix #106103: Resolve texture paint selection in Metal
Issue caused by inconsistency in GPUFramebuffer viewport state
between Metal and OpenGL. The MTLFramebuffer code has been
modified such that framebuffer viewport/scissor state is retained
and only updated if attachments are modified during bind.

This is consistent with OpenGL. Previously, other updates to the
framebuffer in Metal would reset the viewport region, especially
if attachments were temporarily removed. This caused the color
picker selection to be misaligned.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106619
2023-04-07 13:05:51 +02:00
564418f6a4 UV: support for non-square bitmaps in uv packer, alpaca_rotate 2023-04-07 20:17:19 +12:00
43476e2d71 UV: improve layout efficiency of uv packing when rotation enabled
Add rotation support to the `xatlas` strategy.
2023-04-07 13:33:58 +12:00
984da82283 Cleanup: format 2023-04-07 12:58:46 +12:00
dc71530d9c Core: Fix broken CustomData IO with Autosave files
Autosave files are created from memfile undo, which
doesn't save legacy mesh data. This leads to a crash
on file load.

In addition the mesh code can now add CustomData
layers when saving files, which did not work if
the original domain had no layers.  In that case
CustomData.layers is NULL and DNA has nothing to
key off of when loading the file later.

Pull Request: blender/blender#106648
2023-04-07 02:02:20 +02:00
3681ed377b Fix #106628: Use correct function to get active uv layer
CustomData_get_active_layer_index() was used by accident. But that
returns the CustomData layer index (in all layers) as opposed to
CustomData_get_active_layer(), which returns the active UV layer.

Pull Request: blender/blender#106644
2023-04-06 22:17:19 +02:00
972dad8fbf Cleanup: Add forgotten const to function parameter. 2023-04-06 21:32:41 +02:00
11ba8c6ab4 Fix #106622: Various errors filling cone/cylinder primitive faces
The change in 7966cd16d6 had a few logical mistakes.
2023-04-06 12:48:46 -04:00
a041297e54 Fix: build error after moving lightprobe.c to c++
Error introduced in 3dd24b9ae7

Pull Request: blender/blender#106635
2023-04-06 18:40:58 +02:00
3dd24b9ae7 Cleanup: Move lightprobe.c to c++
This is to allow clearner code in the new object-level lightprobe
cache. See #106449 .
2023-04-06 17:41:59 +02:00
65da3a3c5a Fix 106590: GPencil Paste stroke duplicates to the next selected
If the multiframe is not enabled, the loop must be not done or
the first selected frame is pasted too.

Now, the loop is only done in multiframe mode.
2023-04-06 15:30:24 +02:00
e9ec506890 Fix #106548: Repeat Last operator reuses orientation for extrusion
Check the specific case of `OP_IS_REPEAT_LAST` and recalculate
the orientation.

To that, pass the `OP_IS_REPEAT` and `OP_IS_REPEAT_LAST` flags as
inheritance to macro operators.
2023-04-06 15:17:03 +02:00
7d8740f06d Fix #103571: Force field absorption for rigid bodies
Force field absorption allows dampening of force fields by colliders, but it does not currently work when the scene only contains a rigid body simulation. It requires a particle simulation, cloth, dynamic paint, fluid sim, or softbodies for the feature to work correctly.

The reasons is that the effector function computing force field strength uses depsgraph relations to determine which colliders "absorb" the force field. If there are no dependencies between colliders and effectors registered in the depsgraph, the visibility function `eff_calc_visibility` does not add any absorption.

There is a function build_collision_relations which adds a dependency between the absorption object (the one with a collision modifier) and the forcefield object. It's currently only called by
1. Particle systems (DepsgraphRelationBuilder::add_particle_collision_relations)
2. Cloth, DynPaint, Fluid, and Softbody (DEG_add_collision_relations and indirectly through DEG_add_forcefield_relations).

The `DepsgraphRelationsBuilder` now adds the effector relations also when building rigid body relations.

Pull Request: blender/blender#106503
2023-04-06 14:49:04 +02:00
bd319f6561 Texture Paint: always respect edit mode hiding
Since e3801a2bd4, we would always respect
hiding for vertex paint and weight paint (drawing code and stroke based
painting), leaving an inconsistency between the different paintmodes.

To rectify this, now also always respect edit mode hiding for projection
painting as well.

Some feedback was gathered in #sculpt-paint-texture-module to ensure
this is desired behavior.

Note: this does not change the (experimental) texture painting in
sculptmode [this already respects hiding via PBVH, albeit in a manner
that bleeds into hidden faces if the brush center is over visible faces]

ref #106354

Pull Request: blender/blender#106544
2023-04-06 09:28:25 +02:00
ce9be92adf Fix 106278: Intel iGPU Crashes When Switching to Eevee
After investigating the crash logs it looked like the macro
unrolling wasn't working on Windows systems with these GPUs.

Macro unrolling was changed in order to cross compile to Metal and
in the future to Vulkan. The macro unrolling in OpenGL can be removed
by using a different naming scema.

This PR removes the macro unrolling by changing the generated GLSL
code:

**Before**
```
layout(std140) uniform _probe_block
{
  ProbeBlock probe_block;
};
```

**After**
```
layout(std140) uniform probe_block
{
  ProbeBlock _probe_block;
};
```

Some tweaks had to be done to the Eevee-shaders to make sure that
the macro unrolling is done correctly and could be compiled using
legacy opengl drivers.

Fix: #106278
Fix: #106555
(and others)

Pull Request: blender/blender#106535
2023-04-06 08:03:25 +02:00
Jon Denning
bbf756ddf1 Text Editor: update syntax highlighting for different Python strings
Python has several different string types [0], each using a prefix to
indicate the type. Presently Blender's Text Editor / syntax highlighting
does not include the prefix as part of the string, which makes the
prefix appear as a syntax error. This patch looks for these prefixes,
and includes them with the string highlighting.

Note: prefixes can appear in either case (ex: f and F mean the same
thing), and some prefixes can be combined (ex: fr is a raw f-string).

[0]: https://docs.python.org/3/reference/lexical_analysis.html#string-and-bytes-literals

Ref D14739
2023-04-06 14:01:54 +10:00
68092297ca Cleanup: Remove unused DerivedMesh edges/corners code
The edge hash is only needed for the corner edge array,
and the mloop_index variable is unused.
2023-04-05 22:35:26 -04:00
a2b259aa2c Fix: Wrong attribute name used for corner edges array
My regex to check for this didn't catch the mistake because
the repetition was split between two lines.
2023-04-05 22:18:30 -04:00
63c0e1be31 UV: paste-uvs will return OPERATOR_CANCELLED if uvs were unchanged 2023-04-06 13:48:29 +12:00
6e1c048250 Fix #106314: warn user when paste-uvs fails to find a match
Pull Request: blender/blender#106606
2023-04-06 03:36:57 +02:00
d34abea26a Cleanup: format 2023-04-06 11:02:47 +12:00
b626f1fd18 Cleanup: use ".cc" & ".hh" extensions for intern/ghost 2023-04-06 08:29:57 +10:00
d1bbb32cb4 Fix #106602: Cyclic link in versioning code
Fix link from capture_node to node.

Pull Request: blender/blender#106605
2023-04-06 00:11:12 +02:00
302e858273 Fix #104507: Show Splash if New Version
Show Splash screen if there are no Preferences found even if we are
launched with a filename, so that users can migrate old settings.

Pull Request: blender/blender#105863
2023-04-05 22:35:05 +02:00
92c9c1d400 Fix #106568: Overlay: Resolve motion path rendering in Metal
Resolve small indexing issue in Metal implementation
of motion path line rendering.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#106595
2023-04-05 20:55:14 +02:00
6cb5b14f16 Fix #106598: Cone primitive crash after MPoly removal
The sizes of the bottom faces weren't filled.
2023-04-05 14:11:18 -04:00
920ffd3253 Cleanup: fix clang 10 compiler warning 2023-04-05 19:48:19 +02:00
42a9c62bff Fix #106584: Active/default UV map legacy conversion with name conflict
The legacy conversion from MLoopUV to generic attributes used the
active and default layer names to copy the active/render status to the
new layers. But sometimes the names can change, and they weren't
updated in that case. Instead, store the active status with an index
into the names array (use an array instead of Vector for clarity).
2023-04-05 11:46:35 -04:00
892f985227 Fix mismatch in Sequencer preview region versioning
Make the versioning for the sequencer preview region match the state of
new sequencers, the zooming range would be different.
2023-04-05 17:21:11 +02:00
56640440f0 Fix crash loading pre 2.5 test file (Cycles test failure)
fa0f295b53 exposed that there was a region missing because of some
faulty versioning.

The `fluid_motion_blur.blend` Cycles test file was crashing. Seems like
this is a pre 2.5 file that was resaved in newer versions, but the
preview region for the Sequencer was missing. Before mentioned commit,
the region would be broken when activating the preview view mode in the
Sequencer, now it would crash even on startup.

Ensure the region exists, as expected.
2023-04-05 16:57:56 +02:00
68ec019a40 Fix: Typos, grammar, writing style in UI messages
Issues reported by Joan Pujolar:

See the pull request for a full list of reasoning.

Pull Request: blender/blender#106580
2023-04-05 16:40:16 +02:00
8f0829f2a0 Cleanup: Remove accidentally committed TODO comment
Committed in fa0f295b53 but not necessary anymore. The regions are
creating in versioning already now.
2023-04-05 15:46:25 +02:00