This patch adds a noise offset option to the grease pencil noise modifier.
It allows the user to animate the noise along the length of the stroke to create movement that is currently not possible.
It works by adding an offset to the noise table and adding the remaining floating point value to the noise table sampling.
Reviewed By: #grease_pencil
Differential Revision: https://developer.blender.org/D10021
Currently the grease pencil noise modifier seed value is under the randomize subpanel.
Moved the seed value outside of this panel because it doesn't only change the noise when using the randomize option. Moving the seed value prevents it from being hidden/greyed out so the user can manually keyframe it to control the noise animation.
Reviewed By: #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10020
This removes `foreachObjectLink` from `ModifierTypeInfo`, `GpencilModifierTypeInfo`
and `ShaderFxTypeInfo`. There is no need to have both, `foreachObjectLink` and `foreachIDLink`.
There is not code that actually depends on `foreachObjectLink`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9078
For modifier shortcuts we added a "custom_data" field to panels.
This commit uses the same system for accessing the list data that
corresponds to each panel. This way the context is only used once
and the modifier for each panel can be accessed more easily later.
This ends up being mostly a cleanup commit with a few small changes
in interface_panel.c. The large changes in the UI functions are due
to the fact that the panel custom data is now passed around as a
single pointer instead of being created again for every panel.
The list_index variable in Panel.runtime is removed as it's now
unnecessary.
Differential Revision: https://developer.blender.org/D8559
The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
This patch implements the list panel system D7490 for grease pencil
modifiers. It also moves their drawing to a callback in
GpencilModifierTypeInfo in line with the extensible architecture
refactoring goal T75724.
This also adds the "set_error" function for grease pencil modifiers,
which hadn't been copied from mesh modifiers yet.
The implementation is basically exactly the same as for the modifier
patch (9b099c8612).
Thanks to Matias Mendiola (mendio) for providing mockups for many
of the layout changes.
Differential Revision: https://developer.blender.org/D7978
Before, the material name was used to filter the effect of the stroke, but after the last changes in the ID code, now it's not working.
After talking with @severin, we agreed to replace the material name with a pointer. Also, this fix a design issue when the materials were linked.
Related to T76594
Differential Revision: https://developer.blender.org/D7681 with some minor changes
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
- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
Before, the modifiers were evaluated in Draw Engine and this required to calculate a factor to increase the VBO size.
Now, the modifiers are evaluated in Depsgraph and the Draw Engine receives the evaluated stroke with the final number of vertices. As the number of vertices is the final value already, if Draw Manager increases the number with the modifiers only increases the memory with empty space because never would be used. This commit removes this double calculation, reducing the memory usage and removes a loop to calculate the size by modifier too.
Also, the function getDuplicationFactor() has been removed because is not required anymore.
This commit adds a new filter by material using the name and not only the index.
Reviewers: antoniov, pepeland
Differential Revision: https://developer.blender.org/D5544
This commit adds the frame to deformStroke Callback as a preparation for new modifiers that will need this variable.
Actually, the existing modifiers are not using the frame.
There were several problems in the old random calculation:
* Different result in the viewport and render.
* Noise "pop" in some frames.
* Random number was calculated every time the file was opened, so get different results.
Now, instead to calculate the random numbers when n number of frames changed, the random values are calculated using a unique seed by stroke.
Also, a new Seed parameter has been added and this adds more control in the noise generated. This value can be animated and get more variations.
Differential Revision: http://developer.blender.org/D5393
The value of the step was calculated using a variable that was removed when the render frame change.
Now, the step is calculated using the modulus of the current frame and recalculate noise only if the remainder that results from performing integer division is equal to 0.
To calculate current frame, the first used frame is calculated to adjust real frame range.
This approach is more stable in viewport and render.
BLI should always comes first, before DNA, BKE etc. And
`BLI_utildefines.h` should come before any other BLI (since it's some
sort of system include really, among other things...).
Thisi should help to reduce the noise in patches when adding stuff
like uint64_t members to DNA structs... ;)
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This is part of T57829.
Reduce the number of batches used to only one by shader type. This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more.
Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add().
All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock.
For particles, now the code is faster and cleaner and gets better FPS.
Thanks to Clément Foucault for his help and advices to improve speed.