Commit Graph

84616 Commits

Author SHA1 Message Date
be3e09ecec Fix: Inverted normal for one curve to mesh cap 2021-10-26 12:59:46 -05:00
9fa304bf13 Geometry Nodes: Only create instance IDs when they exist
Instance IDs serve no purpose for rendering when they aren't stable from
one frame to the next, and if the index is used in the end anyway, there
is no point in storing a vector of IDs and copying it around.

This commit exposes the `id` attribute on the instances component,
makes it optional-- only generated by default with the distribute points
on faces node.

Since the string to curves node only added the index as each instance's
ID, I removed it. This means that it would be necessary to add the ID
data manually if the initial index actually helps (when deleting only
certain characters, for example).

Differential Revision: https://developer.blender.org/D12980
2021-10-26 12:50:39 -05:00
b6d2bee28f Geometry Nodes: Support instances in the remove attribute node
This node is still hidden, but allowing removing the `id` attribute is
useful for testing, and possibly optimization in the future.
2021-10-26 12:45:47 -05:00
3286150ac9 Assets: Enable object asset support by default
The two blocking issues for object assets are addressed, see T92111 and T90198.
So now, objects can be marked as assets and be used in the Asset Browser.
2021-10-26 19:24:46 +02:00
7bffddfa6e Don't deselect assets in ED_fileselect_activate_by_id
`ED_fileselect_activate_by_id()` activates an asset (i.e. marks it as
the active asset in the asset browser). To avoid an "active but not
selected" state, it also selects it.

Before this commit, the function would also deselect all other assets,
but that's considered doing too much. If deselection is required, the
`ED_fileselect_deselect_all()` function can be called.

Manifest Task: T92152
2021-10-26 19:21:22 +02:00
a062d86230 Drop object assets and associated objects at the cursor location
When dropping asset objects, place them under the mouse-cursor
along with any other objects they link in.

Ref D12935

Reviewed By: Severin
2021-10-27 04:19:45 +11:00
730de2e7fd Asset Browser: Show disabled-hint when dragging external assets over catalog
There's now a message displayed in red next to the cursor explaining that only
assets from the current file can be moved between catalogs.

The previous commit prepared this.
2021-10-26 18:55:27 +02:00
11e8a2ec5f UI: Support disabled-hint for dropping in the tree-view API
A tree-view item's drop controller can now return a message for the user
explaining why dropping isn't possible with the dropped data. This is then
displayed in red text next to the cursor.

This isn't actually used yet, the follow up commit will do that.
2021-10-26 18:55:27 +02:00
03c0581c6e Assets: allow Mark/Clear Asset operators from 3D Viewport
Make it possible to run `ASSET_OT_mark` and `ASSET_OT_clear` operators from
the 3D Viewport. There is no menu entry, just compatibility with pressing
F3 and executing the operators from the operator search.
2021-10-26 18:35:13 +02:00
2d5c9e0baf Cleanup: 3D View context, early returns for clearer flow
Refactor `view3d_context()` to use early `return`s instead of a bundle of
`if`/`else if`/`else`, some of which had `return`s and some not.

No functional changes.
2021-10-26 18:35:13 +02:00
5acbc01d0d Cleanup: 3D View context, use enum values
Use explicit enum values instead of returning 0/1 from `view3d_context()`.

No functional changes.
2021-10-26 18:35:13 +02:00
26e3045eb9 3D View context: return "ok" when fetching view3d context dir
`view3d_context()` would return `-1` ("found but not available") when
fetching the context dir. This is incorrect; it should return 1 ("ok").

This is a semantic change in preparation of further cleanup of the code.
2021-10-26 18:35:13 +02:00
03013d19d1 Eevee: support accessing custom mesh attributes
This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the `MeshBufferList` as a
separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with
the GPU shader compilation code.

Since `DRW_MeshCDMask` is not general enough, attribute requests are
stored in new `DRW_AttributeRequest` structures inside of a convenient
`DRW_MeshAttributes` structure. The latter is used in a similar manner
as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed,
used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in
`DRW_MeshAttributes` to prevent too many attributes being used.

To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.

`GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for
this design.

Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).

Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar `s` is converted to
`vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.

Ref T85075

Reviewed By: fclem

Maniphest Tasks: T85075

Differential Revision: https://developer.blender.org/D12969
2021-10-26 18:29:30 +02:00
8ddfdfd2b2 Geometry Nodes: Handle multiple grids in the volume to mesh node
In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.

This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.

The code changes are relatively simple:
 - Move the old volume to mesh node to the legacy folder.
 - Run the volume to mesh node on all instance geometry, like elsewhere.
 - Make the blenkernel's volume to mesh API a bit more specific.

Differential Revision: https://developer.blender.org/D12997
2021-10-26 11:25:44 -05:00
7979dff9dc UI: Let object drop operator display hint why it's disabled
When dragging an object in non-object mode into a 3D View, there will now be
red text explaining that this is only possible in object mode.
The previous commit enabled this.
2021-10-26 18:14:17 +02:00
df2e053935 UI: Improved feedback when dropping is not possible on drag 'n drop
* Allow operators to show a "disabled hint" in red text explaining why dropping
  at the current location and in current context doesn't work. Should greatly
  help users to understand what's the problem.
* Show a "stop" cursor when dropping isn't possible, like it's common on OSes.

Differential Revision: https://developer.blender.org/D10358
2021-10-26 18:14:17 +02:00
ec831ce5df LineArt: Trimming edges right at the image border
This option allows the edge to end right at the border
instead of extending beyond.
Useful when having multiple camera setup where you
want the border to be clean.
Also moved overscan option down inside "Composition" sub panel
so it makes more sense.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12126
2021-10-27 00:10:49 +08:00
3371a4c472 UI: Improve node editor breadcrumbs display
This patch upgrades node editor breadcrumbs to have slightly more
visual weight, to including the base path of object/modifier/world,
etc, have more visually pleasing spacing, and contain icons.

In the code, a generic "context path" is added to interface code.
The idea is that this could be used to draw other breadcrumbs in areas
like the property editor or the spreadsheet, and features could be added
to all of those areas at the same time.

Ideally we would be able to control the color of the breadcrumbs with a
specific theme color, but since they are drawn with the regular layout
system, that is not easily possible.

Thanks to @fabian_schempp for the original patch.

Differential Revision: https://developer.blender.org/D10413
2021-10-26 11:05:11 -05:00
f1a662c157 Fix: Assert on startup from incorrect float property min 2021-10-26 11:03:45 -05:00
01d7211380 Fix T92505: previewing specific node outputs did not work anymore
This was missing from my refactor in rB5bfe09df2244cb9de0b6554a378eecef77b1e75d.
2021-10-26 17:53:41 +02:00
efbd36429a LineArt: Custom Camera
Allows line art camera to be different from scene active camera,
useful when baking multiple shots in different angle as
well as for motion graphics effect.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12047
2021-10-26 23:44:13 +08:00
773f5065f3 LineArt: Fix prop range for stroke_depth_offset. 2021-10-26 23:44:13 +08:00
c3ef1c15f5 LineArt: Stroke offset towards camera.
Allows the user to turn off in_front option for grease pencil object
and offset strokes towards camera to allow depth interaction of the
rest of the scene.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12046
2021-10-26 23:02:17 +08:00
Charlie Jolly
52ccb44501 Geometry Nodes: Add Brick Texture node
Port brick shader node to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12783
2021-10-26 15:39:53 +01:00
a90cb41cb9 Cleanup: clang-format 2021-10-26 16:35:26 +02:00
Dorian
f41d4735e9 Nodes: support transparency for link highlight color
Node links that are connected to selected nodes are highlighted
using the Wire Select theme color. Now it is possible to change the
transparency of this color to allow the actual link color to be visible
through the highlight (or to turn of the highlight entirely).

Differential Revision: https://developer.blender.org/D12973
2021-10-26 15:55:44 +02:00
b937b6d069 Cleanup: silence address sanitizer warning about NULL + 0 2021-10-26 15:39:25 +02:00
fd477e738d Geometry Nodes: remove reference to anonymous attributes in tooltips
This changes socket inspection for fields according to T91881.

Differential Revision: https://developer.blender.org/D13006
2021-10-26 15:32:01 +02:00
b8b9023d8c Fix drop of dimensionless objects in 3DView
The matrix and location were not being calculated in this case.
2021-10-26 10:07:58 -03:00
af26720b21 UI: Use text highlight theme color for active tab
Currently, both inactive and active tabs are using the `Region Text` theme property.
This patch makes it so active tabs use `Region Text Highlight`.

Since this check is done in other places already but was simply missing in this case, I believe this was just an oversight and not a design decision.

Top is master, bottom is this patch:

{F11520838, size=full}

This allows this kind of tab highlight, not possible before since all tabs would have white text.

{F11520873, size=full}

Reviewed By: #user_interface, Severin

Differential Revision: https://developer.blender.org/D13003
2021-10-26 15:00:46 +02:00
75704091fc Cycles: add additive AO support through Fast GI settings
Add a Fast GI Method, either Replace for the existing behavior, or Add
to add ambient occlusion like the old world settings.

This replaces the old Ambient Occlusion settings in the world properties.
2021-10-26 14:56:43 +02:00
6d3d2988fa Cleanup: spelling in comments 2021-10-26 22:26:35 +11:00
Jeroen Bakker
ddf97d6270 BlenLib: Add JSON Serialization/Deserialization Abstraction Layer.
Adds an abstraction layer to switch between serialization formats.
Currently only supports JSON. The abstraction layer supports
`String`, `Int`, `Array`, `Null`, `Boolean`, `Float` and `Object`. This
feature is only CPP complaint.

To write from a stream, the structure can be built by creating a value
(any subclass of `blender::io::serialize::Value` can do, and pass it to
the `serialize` method of a `blender::io::serialize::Formatter`. The
formatter is abstract and there is one implementation for JSON
(`JsonFormatter`).

To read from a stream use the `deserialize` method of the formatter.

{D12693} uses this abstraction layer to read/write asset indexes.

Reviewed By: Severin, sybren

Maniphest Tasks: T91430

Differential Revision: https://developer.blender.org/D12544
2021-10-26 13:09:10 +02:00
d20fa6c4d4 Geometry Nodes: don't log full fields when not necessary
Previously, the field on every socket was logged for later use. This had
two main negative consequences:
* Increased memory usage, because the fields may contain a lot of data
  under some circumstances (e.g. a Ray Cast field contains the target geometry).
* Decreased performance, because anonymous attributes could not be
  removed from geometry automatically, because there were still fields that
  referenced them.

Now most fields are not logged anymore. Only those that are viewed by a
spreadsheet and constant fields. The required inputs of a field are still
logged in string form to keep socket inspection working.
2021-10-26 12:48:43 +02:00
bird_d
41a4c62c31 Animation UI: Make Ctrl+F use textbox instead of pop-up
Avoid blocking the UI when searching for animation channels with Ctrl+F.

Instead of showing a single text input in a blocking popup, Ctrl+F now
just focuses the search box above the channel list. It feels nicer to
use and has the niceties that come from using that textbox, like
searching per keystroke, compared to the old pop-up method.

As the behaviour of the operator has changed considerably, this also
changes the operator name from `anim.channels_find` to
`anim.channels_select_filter` and updates the keymaps.

Reviewed By: ChrisLend, sybren

Differential Revision: https://developer.blender.org/D12146
2021-10-26 11:56:45 +02:00
5bfe09df22 Geometry Nodes: support viewing field values in spreadsheet
The viewer node has been expanded to have a field input next to the
geometry input. When both are connected (by ctrl+shift clicking on a node)
the spreadsheet will show the evaluated field on the geometry.

The operator to link to the viewer has become a bit smarter. It automatically
detects if it should link to the geometry or field input. In the future some more
smartness could be added, such as automatically relinking the "right" geometry
when viewing a field.

Internally, there are two major changes:
* Refactor of what happens when ctrl+shift clicking on a node to link to
  a viewer. The behavior of the geometry nodes viewer is a bit more complex
  than that of the compositor viewers. The behavior in compositing nodes
  should not have changed. Any change should be reported as a bug (and then
  we can decide if it's worse than before or if it needs fixing).
*  Evaluation, display and caching of fields in the spreadsheet editor.

Differential Revision: https://developer.blender.org/D12938
2021-10-26 11:25:32 +02:00
fee2cedb33 GPencil: Fix(unreported) Dash modifier wrong logic.
When the modifier iterates to an empty layer with no frame it will return,
while the correct logic is to continue.
2021-10-26 17:11:51 +08:00
f11ed418e5 Cleanup: LibQuery: Rename BKE_LIB_FOREACHID_PROCESS to BKE_LIB_FOREACHID_PROCESS_IDSUPER.
More in-line name with the rest of that macro-based API, especially
since this will be extended in the future.
2021-10-26 10:40:36 +02:00
fe68b54edb Cleanup: else after continue. 2021-10-26 10:28:52 +02:00
9ba22bd1f7 Fix crash in liboverride/pointcache handling code after recent changes.
In some cases code would try to access NULL pointer.

Reported by @dfelinto, thanks.
2021-10-26 10:13:44 +02:00
7bc7d1747c Cleanup: forgot to remove empty line in previous commit. 2021-10-26 09:58:03 +02:00
ee743204b0 Cleanup: build warnings.
`NULL` instead of `nullptr` in cpp code, and `else` statements after
returns.
2021-10-26 09:52:08 +02:00
5f9b00a07e Cleanup: Remove unused parameter 2021-10-26 15:05:25 +09:00
89637f40df Cleanup: Improve description for XR absolute tracking 2021-10-26 13:42:09 +09:00
9db13c8d79 XR: Fix potential crash when toggling session 2021-10-26 13:38:59 +09:00
4c0512bc32 XR: Versioning for session draw flags, base scale 2021-10-26 13:37:31 +09:00
7ae2810848 XR: View adjustments for variable viewer scale
This adjusts some calculations and visibility flags for XR viewports in
order to account for a possible scale factor in the XR view matrix.

This scale factor can be introduced via the XR session settings base
scale, which allows a viewer to begin their session at a specific
reference scale, or the XR session state navigation scale, which allows
a viewer to adjust their scale relative to the reference scale during
the session.

Reviewed by Severin as part of D11501, but requested to be committed
separately.
2021-10-26 13:35:12 +09:00
3434a991ec XR Controller Support Step 5: Navigation
Adds navigation transforms (pose, scale) to the XR session state that
will be applied to the viewer/controller poses. By manipulating these
values, a viewer can move through the VR viewport without the need to
physically walk through it.

Add-ons can access these transforms via Python
(XrSessionState.navigation_location/rotation/scale) to use with custom
operators.

Also adds 3 new VR navigation operators that will be exposed to users
as default actions in the VR Scene Inspection add-on. While all three
of these operators have custom properties that can greatly influence
their behaviors, for now these properties will not be accessible by
users from the UI. However, other add-ons can still set these custom
properties if they desire.

1). Raycast-based teleport
Moves the user to a location pointed at on a mesh object. The result
can optionally be constrained to specific axes, for example to achieve
"elevation snapping" behavior by constraining to the Z-axis. In
addition, one can specify an interpolation factor and offset.

Credit to KISKA for the elevation snapping concept.

2). "Grab" navigation
Moves the user through the viewport by pressing inputs on one or two
held controllers and applying deltas to the navigation matrix based on
the displacement of these controllers. When inputs on both controllers
are pressed at the same time (bimanual interaction), the user can scale
themselves relative to the scene based on the distance between the
controllers.

Also supports locks for location, rotation, and scale.

3). Fly navigation
Navigates the viewport by pressing a button and moving/turning relative to
navigation space or the VR viewer or controller. Via the operator's
properties, one can select from a variety of these modes as well as
specify the min/max speed and whether to lock elevation.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D11501
2021-10-26 13:34:58 +09:00
e463d2c16f UI: Change node editor grid into a dot grid
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.

The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.

Differential Revision: https://developer.blender.org/D10345
2021-10-25 21:50:05 -05:00
4e22a9ab9e Cleanup: Clang format 2021-10-25 22:18:45 -04:00