Commit Graph

389 Commits

Author SHA1 Message Date
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
99e1866712 Cleanup: Use boolean in WM_cursor_wait 2021-03-05 10:36:57 +01:00
2771dfd563 UI: Revert design changes to data-block selector for the 2.92 release
Partially reverts 2250b5cefe.

Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.

The new design is being worked on in https://developer.blender.org/T84669.

Note that this commit does not revert some internal changes done in
2250b5cefe. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
2021-01-13 15:31:02 +01:00
ff51afb194 Fix T84593: Operators on material (linked to local object but with
linked obdata) fail

Caused by rB1a650fdcb286.

Above commit made polling more restricitive in that it did not allow for
actions on material slots (linked to object, not object data) on objects
with liked object data. This should be allowed though.

Maniphest Tasks: T84593

https://developer.blender.org/D10078
2021-01-12 10:03:48 +01:00
Yevgeny Makarov
af316d2761 UI: Cleanup spelling of compound words
Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
 - "Datablock" -> "data-block"
 - "Floating point" -> "floating-point"
 - "Ngons" -> "n-gons"

These changes help give the language used in the interface
a consistent, more professional feel.

Differential Revision: https://developer.blender.org/D9923
2020-12-24 13:11:22 -06:00
2250b5cefe UI: Redesigned data-block selectors
The previous design is rather old and has a couple of problems:

* Scalability: The current solution of adding little icon buttons next to the
  data-block name field doesn't scale well. It only works if there's a small
  number of operations. We need to be able to place more items there for better
  data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
  disappear, but it's not obvious why some are available at times and others
  not.
* Unclear Status: Currently their library status (linked, indirectly linked,
  broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
  invoke alternative behaviors. This is not a usual pattern in Blender.

This patch does the following changes:

* Adds a menu to the right of the name button to access all kinds of operations
  (create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
  disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
  (uses less space, looks less distracting and is a nice + consistent design
  language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
  master already).
* Slightly increase size of the name button - it was already a bit small
  before, and the move from real buttons to superimposed icons reduces usable
  space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
  The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
  asset)
* Disables "Make Single User" button - in review we weren't sure if there are
  good use-cases for it, so better to see if we can remove it.

Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.

Differential Revision: https://developer.blender.org/D8554

Reviewed by: Bastien Montagne

Design discussed and agreed on with the UI team, also see T79959.
2020-12-18 18:28:04 +01:00
Jeroen Bakker
2bae11d5c0 EEVEE: Arbitrary Output Variables
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.

AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.

**Implementation**

The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.

The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.

**Future Developments**

* The AOV definitions in the render layer panel isn't shared with Cycles.
  Cycles should be migrated to use the same viewlayer aovs. During a previous
  attempt this failed as the AOV validation in cycles and in Blender have
  implementation differences what made it crash when an aov name was invalid.
  This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
  exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]

Reviewed By: Brecht van Lommel, Clément Foucault

Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:14:07 +01:00
2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00
253dbe71dc Refactor: remove BKE_<id_type>_copy functions.
Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).

Part of 71219.
2020-10-07 18:05:06 +02:00
7c9131d11e Refactor BKE_id_copy_ex to return the new ID pointer.
Note that possibility to pass the new ID pointer as parameter was kept,
as this is needed for some rather specific cases (like in depsgraph/COW,
when copying into already allocated memory).

Part of T71219.
2020-10-07 18:05:06 +02:00
f79b4850fb Fix T81248: World nodetree action is linked after duplication
This was already changed for Material nodetrees on duplication in
rBa75ac18638f4.
Since it is not obvious from the UI how change World actions - and to be
consistent with Material actions, it is best to copy the action as the
default behavior.
So use generic BKE_id_copy functions with LIB_ID_COPY_ACTIONS flag [which
also enables us to get rid of `BKE_world_copy`]

Note: taking the User Preference `USER_DUP_ACT` into account here (for
both material and world actions) could be a followup step.

Maniphest Tasks: T81248

Differential Revision: https://developer.blender.org/D9046
2020-10-01 15:42:51 +02:00
Valentin
5ac4778056 Cleanup: convert gforge task ID's to phabricator format
Cleanup old tracker task format to the new. e.g: [#34039] to T34039

Ref D8718
2020-09-30 20:11:06 +10:00
87d2ac9681 Cleanup: move some paint helpers to ED_ 'namespace'.
Those two functions had `BKE_` prefix, were defined in BKE headers, but
implemented in ED code, yuck.

Moved everything to ED area for now, since those do not look fondamental
enough to belong to BKE, and none of their usages requires it currently.
2020-09-21 14:43:29 +02:00
12bc34b0b8 Object: add ED_object_array_in_mode_or_selected
Use this utility function for render-shading & weight paint modes.

This adds support for edit-mode & pose-mode where all objects in the
mode are used in this case instead of the selected objects.
2020-08-30 18:53:19 +10:00
1a650fdcb2 Object: support removing unused material slots for selected objects
This is useful to run in object-mode, instead of from the property editor,
note that this still only used the current object when activated from
the property editor.
2020-08-30 13:48:30 +10:00
be4abb42c1 Cleanup: spelling 2020-08-26 09:41:30 +10:00
189ba40e9b Cleanup: use doxy sections 2020-08-25 15:10:36 +10:00
6be8b6af40 EEVEE: LightCache: Prevent crash when using a lightcache too big
Some implementation have different maximum texture size.
This patch avoid crash when texture allocation fails when:
- trying to bake a lightcache too big for the OpenGL imeplementaion.
- loading a cache from file that is too big for the OpenGL imeplementation.
2020-08-05 02:26:44 +02:00
9c1da81a4c Fix T54544: "Copy Materials to Selected" only works when materials are defined on the mesh.
Build a temp matarray storing materials from obdata and source object
(depending on slots 'allocation' of source object), and assign those to
targets.

Also remove limitation of 'using same obdata is forbidden', just never
edit obdata materials in that case...

Certainly not perfect, but already much better than existing code.
2020-07-28 18:31:51 +02:00
9db0c36af1 LibOverride: add more polling checks to operators not supposed to work on overrides.
This is long work, we are still likely missing a lot of cases...
2020-07-13 14:29:54 +02:00
33a74941c5 Cleanup: Editors, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors` module.

No functional changes.
2020-07-03 17:42:46 +02:00
1019c9f582 Clang-Tidy: enable bugprone-too-small-loop-variable 2020-07-03 16:54:08 +02:00
3208454aa8 Cleanup: Animation, move AnimData API to anim_data.c/BKE_anim_data.h
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.

All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).

No functional changes.
2020-04-03 16:46:48 +02:00
905c0269f3 Cleanup: Rename ScrArea variables from sa to area
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.

Mostly a careful batch rename but had to do few smaller fixes.

Also ran clang-format on affected files.
2020-04-03 13:34:50 +02:00
600a627f6e Cleanup: use abbreviated names for unsigned types in editors 2020-04-03 16:21:24 +11:00
Chris Clyne
d1972e50cb Add option to Copy the active view layer, and add an empty view layer
Modify the view layer add operator (and underlying `BKE_view_layer_add`)
to allow for copying the current view layer, as well as adding a new one
but with all LayerCollections disabled by default (this is important for
heavy scenes where currently adding view layers can take a long time due
to enabling every collection by default).

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D6862
2020-03-26 19:36:51 +01:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
b88ca3e6d1 Cleanup: Resolve HKEY conflict
Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.

This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.

Reviewed By: brecht , dfelinto

Differential Revision: http://developer.blender.org/D7164
2020-03-18 10:38:37 -06:00
7dd0be9554 EEVEE: Replace octahedron reflection probe by cubemap array
We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.

This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.

Differential Revision: https://developer.blender.org/D7066
2020-03-11 17:12:16 +01:00
2fb4de1f8c Cleanup: material API naming
- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
  for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
  where the value would typically be returned.

Functions renamed:

- BKE_object_material_resize      was BKE_material_resize_object
- BKE_object_material_remap       was BKE_material_remap_object
- BKE_object_material_remap_calc  was BKE_material_remap_object_calc

- BKE_object_material_array_p     was BKE_object_material_array
- BKE_object_material_len_p       was BKE_object_material_num
- BKE_id_material_array_p         was BKE_id_material_array
- BKE_id_material_len_p           was BKE_id_material_num

- BKE_id_material_resize          was BKE_material_resize_id
- BKE_id_material_append          was BKE_material_append_id
- BKE_id_material_pop             was BKE_material_pop_id
- BKE_id_material_clear           was BKE_material_clear_id
2020-03-05 08:21:31 +11:00
282e8499b1 Fix T73871: improve assignement of material to selection in multi object
editmode

This was already supported in "Select" & "Deselect" but not in "Assign".
So similar to rB6b39dc7672eb, we now check if the material corresponding
to the currently selected material slot is found in other objects
materials and assign this (instead of always assigning their 'own'
actcol).

Maniphest Tasks: T73871

Differential Revision: https://developer.blender.org/D6869
2020-02-20 14:02:18 +01:00
56116bbdf4 Cleanup/refactor: Rename BKE_library files to BKE_lib.
Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.

Part of T72604.
2020-02-10 13:00:42 +01:00
1bc2a98a9d T73589: Code Quality: Renaming on BKE_material.h
Old Name                             New Name
=========                            =========
init_def_material                    BKE_materials_init
BKE_material_gpencil_default_free    BKE_materials_exit
test_object_materials                BKE_object_materials_test
test_all_objects_materials           BKE_objects_materials_test_all
give_matarar                         BKE_object_material_array
give_totcolp                         BKE_object_material_num
give_current_material_p              BKE_object_material_get_p
give_current_material                BKE_object_material_get
assign_material                      BKE_object_material_assign
assign_matarar                       BKE_object_material_array_assign
give_matarar_id                      BKE_id_material_array
give_totcolp_id                      BKE_id_material_num
assign_material_id                   BKE_id_material_assign
clear_matcopybuf                     BKE_material_copybuf_clear
free_matcopybuf                      BKE_material_copybuf_free
copy_matcopybuf                      BKE_material_copybuf_copy
paste_matcopybuf                     BKE_material_copybuf_paste
BKE_material_init_gpencil_settings   BKE_gpencil_material_attr_init
BKE_material_add_gpencil             BKE_gpencil_material_add
BKE_material_gpencil_get             BKE_gpencil_material
BKE_material_gpencil_default_get     BKE_gpencil_material_default
BKE_material_gpencil_settings_get    BKE_gpencil_material_settings
2020-02-05 15:56:50 +01:00
1c2a20c84d Fix T70714: Crash when using OBJECT_OT_material_slot_assign op without UI.
There is no guarantee we can get any valid UI from the context, and that
operator can work without it.
2019-10-11 18:54:43 +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
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
a2f357edc2 Add operator for removing unused material slots
Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: brecht

Differential Revision: https://developer.blender.org/D4991
2019-07-31 12:08:18 -07:00
3566b81c8b Refactor access to dependency graph
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.

Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.

This replaces OPTYPE_USE_EVAL_DATA which is now removed.

Some general rules about usage of accessors:

- Drawing is expected to happen from a fully evaluated dependency graph.
  There is now a function to access it, which will in the future control
  that dependency graph is actually evaluated.

  This check is not yet done because there are some things to be taken
  care about first: for example, post-update hooks might leave scene in
  a state where something is still tagged for update.

- All operators which needs to access evaluated state must use
  CTX_data_ensure_evaluated_depsgraph().

  This function replaces OPTYPE_USE_EVAL_DATA.

  The call is generally to be done in the very beginning of the
  operator, prior other logic (unless this is some comprehensive
  operator which might or might not need access to an evaluated state).

  This call is never to be used from a loop.

  If some utility function requires evaluated state of dependency graph
  the graph is to be passed as an explicit argument. This way it is
  clear that no evaluation happens in a loop or something like this.

- All cases which needs to know dependency graph pointer, but which
  doesn't want to actually evaluate it can use old-style function
  CTX_data_depsgraph_pointer(), assuming that underlying code will
  ensure dependency graph is evaluated prior to accessing it.

- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
  explicit and local about where dependency graph is being ensured.

This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.

Fixes T67454: Blender crash on rapid undo and select

Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.

Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut

Reviewers: brecht

Reviewed By: brecht

Subscribers: lichtwerk

Maniphest Tasks: T67454

Differential Revision: https://developer.blender.org/D5343
2019-07-31 16:55:15 +02:00
d00c54c855 Cleanup: reorder report argument for pointer assignment
Most code uses ReportList argument last (or at least not first)
when an optional report list can be passed in.
2019-05-20 23:11:57 +10:00
34d67601b7 Python: Raise an error even NO_MAIN data is assigned to object
The goal is to prevent assignment of temporary or evaluated meshes
to objects from the main database.

Majority of the change is actually related on passing reports around.

On a positive side there are more error prints which can become more
visible to scripters.

There are still possible further improvements in the related areas.
For example, disable user counting for evaluated ID datablocks when
assignment happens. But can also happen later on as a separate
improvement.

Reviewers: brecht, campbellbarton, mont29

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D4884
2019-05-17 14:27:13 +02:00
620b960d3d Cleanup: style, use braces for editors 2019-04-22 19:48:16 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
f9a69a481e Fix T62566 Eevee: Cubemap doesn't bake from current frame of animation
This was technically a feature request but it was quite simple to implement
so I did it quickly. Also it is much more consistent now.
2019-03-27 20:47:15 +01:00
7021bd5273 GPencil: Only brushes with pinned materials have materials
Using GP_BRUSH_MATERIAL_PINNED to switch between active material and brush material, instead of updating all brushes on active material changes. This will allow brushes to have no material and therefore to not inflate the user count.

This fix T62465.

Patch contributed by @matc
Reviewers: @brecht @antoniov @billreynish @mendio
2019-03-25 17:06:07 +01:00
35b78d9807 Cleanup: indentation, wrapping
Mostly functions wrapping args, not confirming to our style guide.
2019-03-15 09:54:30 +11:00
6b39dc7672 Fix T61531: can't select same material in multi edit mode
D4441 by @zazizizou w/ edits.
2019-03-12 12:08:24 +11:00
b7bcc30329 GPencil: Set brush material after copying a material
This change updates the brush material in the topbar when a new material is created using copy button.

Related to task T62384

Thanks to @matc for suggesting the fix.

Still pending a problem whith user number.
2019-03-10 08:55:38 +01:00
168d3fd528 Cleanup: file rename lamp -> light 2019-02-27 12:36:32 +11:00
3051e2f4ae DNA: rename Lamp -> Light
- BKE_lamp -> BKE_light
- Main.lamp -> light
2019-02-27 11:03:16 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00