Commit Graph

13602 Commits

Author SHA1 Message Date
ccbde00a83 Merge sculpt-dev -> master 2022-01-23 12:27:34 -08:00
95919953af Sculpt-dev: fix compile error from last merge 2022-01-18 21:41:13 -08:00
4d54182159 Sculpt-dev: fix a few broken panels and a crash 2022-01-15 06:58:10 -08:00
59d1995311 Merge branch 'master' into sculpt-dev 2022-01-14 02:10:10 -08:00
55fac22463 Merge branch 'master' into sculpt-dev 2022-01-14 02:09:31 -08:00
7c568e7d36 Python API: add "children_recursive" property to Object & Collection
This is a convenience property, already available for bones.

Simplifies D13821 which in-lined this function.
2022-01-14 12:21:56 +11:00
f1a488d0f2 Fix T92953: Tool Settings: Drag on Tweak fails with LMB select 2022-01-13 14:30:12 +11:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Nathan Rozendaal
b2ccd8546c Compositor: Add Scene Time Node, Rename Time node
Fixes issue T94603
It adds a new compositor node called Scene Time which is already present as a geo node, having the same basic nodes available in all node trees is a nice thing to have.
Renames "Time" node to "Time Curve", this is done to avoid confusion between the Time node and the Scene Time node.

Reviewed By: jbakker

Maniphest Tasks: T94603

Differential Revision: https://developer.blender.org/D13762
2022-01-12 12:29:44 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
ab125f466c Fix T94751: ground created by Setup Tracking Scene not marked as Shadow Catcher
Change that was missing in {rBca64bd0aacda}.
2022-01-11 19:02:04 -03:00
Demeter Dzadik
3ec88ae21d Fix error when keyframing with Custom Properties
Since rBf9ccd26b037d, calling `data.path_resolve()` on custom properties
with `None` value do not cause a `ValueError` exception any more. This
is now taken into account in the keying sets targeting custom
properties.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D13787
2022-01-10 13:01:01 +01:00
1f43ea041e Sculpt-dev: fix broken brush falloff
curve defaults

* brush_engine_presets.c now sets falloff
  curves properly when resetting brushes.
* Fixed visual bug in one-column toolbar.
2022-01-10 03:32:11 -08:00
101fadcf6b Motion Path: Tweak the User Interface
This moves the clear paths button ("X") to the same line of "Update All Paths",
and make it visible at all times.

1. The clear button affects all objects (by default). However the
Calculate/Update Paths only works on the selected objects/objects.
Better to not have them both on the same line.

2. The operator to clear object and pose paths can run even if the active
object/bone has no motion path. However the UI was not showing the button in
those cases.

Before:
{F12757500, size=full}

After:
{F12757502, size=full}

Differential Revision: https://developer.blender.org/D13609
2022-01-10 11:40:37 +01:00
6beaa29791 Compositing Convert color space node
Compositor node to convert between color spaces.

Conversion is skipped when converting between the same color spaces or to or from data spaces.
Implementation done for tiled and full frame compositor.

Reviewed By: Blendify, jbakker

Differential Revision: https://developer.blender.org/D12481
2022-01-10 08:59:00 +01:00
5519a6a520 Fix T94243: weightpaint gradient panel shown in other places
Weightpaint gradient tool panel showed in other modes (and as a separate
panel).

Fix for fix, see
- rBf8a0e102cf5e
- rBe549d6c1bd2d

So now, check mode again and restrict to topbar (prevents an additional
panel since this is already included in the brush settings).

ref rB0837926740b3 in sculpt-dev branch, so thx @joeedh as well!

Maniphest Tasks: T94243

Differential Revision: https://developer.blender.org/D13630
2022-01-09 11:31:57 +01:00
8b3fc04d4e Sculpt-dev: Fix typo in python script 2022-01-08 11:54:51 -08:00
c8aedd75d7 Sculpt-dev: New normal automasking modes
Two new automasking modes: "Brush Normal"
and "View Normal."

Brush Normal compares vertex normals to
the initial sculpt normal, while View
Normal of course compares with the
view vector.

Each of these modes have an angular limit
and a falloff.  There's also an "original
normal" option, which needs a better name;
"original normal" is actually already taken,
but "automasking original normal" is a lot of
characters.  Not sure what to do here.
2022-01-07 12:03:40 -08:00
2cd8238ce3 Cleanup: use static sets for comparison, quiet unused arg warnings 2022-01-07 14:47:27 +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
ad8e2d6661 Fix T94308: Window Manager console error 2022-01-04 17:00:05 +01:00
4e44cfa3d9 Add a new C++ version of an exporter for the Wavefront .obj format.
This was originally written by Ankit Meel as a GSoC 2020 project.
Howard Trickey added some tests and made some corrections/modifications.
See D13046 for more details.

This commit inserts a new menu item into the export menu called
"Wavefront OBJ (.obj) - New".
For now the old Python exporter remains in the menu, along with
the Python importer, but we plan to remove it soon (leaving the
old addon bundled with Blender but not enabled by default).
2022-01-03 14:49:31 -05:00
b7ad58b945 Geometry Nodes: Edge Angle Node
Calculates the angle in radians between two faces that meet at an edge.
0 to PI in either direction with flat being 0 and folded over on itself PI.
If there are not 2 faces on the edge, the angle will be 0.

For valid edges, the angle is the same as the 'edge angle' overlay.

For the Face and Point domain, the node uses simple interpolation to calculate a value.

Differential Revision: https://developer.blender.org/D13366
2022-01-03 11:16:50 -06:00
cbe010ca00 Merge branch 'master' into sculpt-dev 2022-01-03 05:20:10 -08:00
6a4ee3fd56 Fix (unreported) i18n utils failing to create MO files in trunk.
Not really important anymore, since those are not used by Blender, but
better be consistent.
2022-01-03 11:48:24 +01:00
e51864a357 Add Georgian to our list of languages.
CC @Tamuna who started the translation for this language.
2022-01-03 11:13:15 +01:00
a836ded990 Geometry Nodes: Accumulate Fields Node
This function node creates a running total of a given Vector, Float, or
Int field.

Inputs:
  - Value: The field to be accumulated
  - Group Index: The values of this input are used to aggregate the input
    into separate 'bins', creating multiple accumulations.
Outputs:
  - Leading and Trailing: Returns the running totals starting
   at either the first value of each accumulations or 0 respectively.
  - Total: Returns the total accumulation at all positions of the field.

There's currently plenty of duplicate work happening when multiple outputs
are used that could be optimized by a future refactor to field inputs.

Differential Revision: https://developer.blender.org/D12743
2021-12-29 10:25:39 -06:00
eed45d2a23 OpenSubDiv: add support for an OpenGL evaluator
This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.

When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).

This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.

We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.

In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.

Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).

See patch description for benchmarks.

Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport

Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:35:54 +01:00
Christoph Lendenfeld
f7ddb1ed8a Breakdown Implementation
This patch adds the breakdown (or tween) functionality to the graph editor.

The factor defines the linear interpolation from left key to right key.

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9375
Ref: D9375
2021-12-25 20:58:47 +01:00
Christoph Lendenfeld
9085b4a731 Blend To Neighbor Implementation
This patch adds the blend to neighbor operator to the Graph editor.

The operator acts like the blend to neighbor operator for a pose context, just working on keyframes.

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9374
Ref: D9374
2021-12-25 13:40:53 +01:00
e505957b47 Fix T94375: Python error when trying to add Grease Pencil brush preset
The prop name was wrong.
2021-12-25 12:53:35 +01:00
95c7e8aa13 Update RNA to user manual mapping file 2021-12-24 22:54:59 -05:00
43f5e761a6 Cache File: use panels to organize UI
This adds interface panels to organize the Cache File UI parameters for
modifiers and constraints into related components: velocity, time, and
render procedural.

Properties relating to the three aforementioned components are separated
from `uiTemplateCacheFile` into their own functions (e.g.
`uiTemplateCacheFileVelocity` for the velocity one), which are in turn
called from the specific panel creation routines of the modifiers and
constraints (for constraints, the functions are exposed to the RNA).

`uiTemplateCacheFile` now only shows the properties for the file path,
and in the case of constraints, the scale property.

The properties that are only defined per modifier (like the velocity
scale), are shown in the proper modifier layout panel if applicable.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D13652
2021-12-23 18:05:26 +01:00
d71009d980 Avoid exception when no weight paint settings exist
Just an extra check for `None` before accessing its properties.
2021-12-23 14:10:24 +01:00
41f3164e57 Cleanup: typo in comment 2021-12-23 07:53:47 +01:00
2ce2bffc4d Fix T94295: VSE fades error when no suitable sequences selected
This errored out in two scenarios:
- current frame not in strips framerange (this was reported)
- no strips selected at all

Now handle these cases properly in the operator and give appropriate
report info.

Maniphest Tasks: T94295

Differential Revision: https://developer.blender.org/D13642
2021-12-22 09:28:31 +01:00
e0039cb302 Merge with master 2021-12-20 14:31:59 -05:00
Christoph Lendenfeld
8e31e53aa0 Function to return a list of keyframe segments
Add a function that returns a list of keyframe segments
A segment being a continuous selection of keyframes
Will be used by future operators in the graph editor

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D13531
Ref: D13531
2021-12-17 22:43:02 +00:00
0e1bb232e6 UI: move "undo history" from a custom popup to a menu type
This lets the undo history expand as a regular sub-menu
instead of being a popup.

Also disable the active undo step menu item as this is a no-op.
2021-12-17 17:28:57 +11:00
0837926740 Sculpt-dev: fix weight paint panel showing
up in sculpt mode
2021-12-14 14:09:42 -08:00
0917431ca4 Merge branch 'master' into sculpt-dev 2021-12-14 13:27:44 -08:00
33586f16fc Sculpt-dev: split automasking into its own panel
Also replaced texture dropdown in sculpt header
with automasking.
2021-12-14 11:23:27 -08:00
9f7f437af7 Sculpt-dev: add option to ignore UVs
* Added option to ignore UVs for sculpt
  mode.
* Tweaked sculpt header a bit.
2021-12-14 11:16:10 -08:00
Brecht Van Lommel
3f96555123 Cycles: enable Metal GPU rendering
This adds the remaining bits to enable Metal on macOS. There are still
performance optimizations and other improvements planned, but it should
now be ready for early testing.

This is currently only enabled on in Arm builds for M1 GPUs. It is not
yet working on AMD or Intel GPUs.

Ref T92212

Differential Revision: https://developer.blender.org/D13503
2021-12-13 13:57:13 +01:00
e549d6c1bd Fix T93169: Weightpaint falloff popover drawn twice
This came with {rBf8a0e102cf5e}.

The panel was meant specifically for the gradient tool, but since it was
given the ".weighpaint" context, it would also draw as part of generic
header toolsettings drawing.

Now remove this context on purpose and only draw this specifically from
the gradient tools ToolDef.

Maniphest Tasks: T93169

Differential Revision: https://developer.blender.org/D13268
2021-12-13 09:38:17 +01:00
268e18e9a3 Sculpt-dev: More improvements to detail enhance
* Detail enhance is now it's own dedicated toolslot.
  This makes it possible to use autosmooth with
  detail enhance.

  Note the behavior of the smooth brush (which
  invokes enhance when pressing control)
  is unchanged.

* Fixed a bug with temporary attribute layers being constantly
  cleared and reallocated with multires.

* Cleaned up velocity smooth code a bit.
* Pruned various dead #if blocks.
* generate_from_enum_ex in space_toolsystem.py
  now takes a special argument to combine enum
  items.  This is used to make enhance a subtool
  of smooth.
2021-12-12 05:03:24 -08:00
6ccfeae9b1 Merge branch 'master' into sculpt-dev 2021-12-11 01:43:14 -08:00
4a1d90ade7 commit_log.txt 2021-12-11 00:20:33 -08:00