Commit Graph

2125 Commits

Author SHA1 Message Date
8bb93ca80a Fix T79915: crash when changing to white noise texture
Reviewers: brecht, OmarSquircleArt

Differential Revision: https://developer.blender.org/D8697
2020-08-25 11:23:35 +02:00
40edb84dcf Revert "Fix T77564: VSE (and compositor background) lost stereoscopy preview"
This reverts commit d5b5b228e4.
This reverts commit 47c6f41b89.
2020-08-24 11:17:52 +02:00
f18e537451 Cleanup: GPU: Use explicit clear value in GPU_clear* commands
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`.
Since we always set the clear value before clearing, it is unecessary
to track the clear color state.
Moreover, it makes it clearer what we clear the framebuffer to.
2020-08-23 12:04:24 +02:00
e23ef8753a GPUState: Use explicit depth test enum 2020-08-20 17:02:39 +02:00
3f43f57731 Cleanup: warnings 2020-08-19 13:52:48 +10:00
78d6c273b7 Merge branch 'blender-v2.90-release'
# Conflicts:
#	source/blender/editors/space_sequencer/sequencer_draw.c
2020-08-18 21:30:52 +02:00
d10f000322 GPUState: Remove gpuPushAttr/gpuPopAttr
And use manual save/restore mechanism.

The stack method is not used so much to be considered useful.
2020-08-18 21:30:10 +02:00
298329554a Cleanup: GPUState: remove double GPU_blend calls 2020-08-18 21:30:10 +02:00
bf1b622dd9 GPUState: GPU_blend final API renaming
We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
2020-08-18 21:30:10 +02:00
969bcf0793 Cleanup: GPUState: Replace blend func separate by enum 2020-08-18 21:30:10 +02:00
df28d2c27e Cleanup: GPU: Replace Batch uniform by shader uniform using macro
This is a first step into removing uniforms from GPU_batch and Imm.
2020-08-18 21:30:09 +02:00
d5b5b228e4 UI: Fix protential stray GPU state preventing correct drawing
Fix potential issue with nodetree introduced in rB47c6f41b8926.
2020-08-18 21:29:47 +02:00
80face1be5 Depsgraph: simplify DEG_evaluate_* API
This mainly removes the bmain argument, which can be
retrieved from the graph itself.

Also, I removed some outdated/unnecessary comments.

Reviewers: sergey, sybren

Differential Revision: https://developer.blender.org/D8614
2020-08-18 17:40:56 +02:00
55087b84b8 Cleanup: Node: Use checker shader for preview background
Removes many drawcalls which might have slowdown the UI.
2020-08-18 16:15:34 +02:00
872efd8d73 Merge branch 'blender-v2.90-release'
# Conflicts:
#	source/blender/editors/space_node/node_draw.c
#	source/blender/editors/space_sequencer/sequencer_draw.c
2020-08-18 16:04:41 +02:00
6a4f5e6a8c Depsgraph: simplify build API
Reviewers: sergey, sybren

Differential Revision: https://developer.blender.org/D8611
2020-08-18 15:51:32 +02:00
47c6f41b89 Fix T77564: VSE (and compositor background) lost stereoscopy preview
Issue introduced on fe045b2b77.

Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.

Reviewed by: dfelinto

Differential Revision: https://developer.blender.org/D8472
2020-08-18 15:50:49 +02:00
2e908156d0 Fix T77564: VSE (and compositor background) lost stereoscopy preview
Issue introduced on fe045b2b77.

Since the stereoscopy compositing (anaglyph, ...) is only done for
viewports the VSE preview and compositor need to use viewports.

Reviewed by: dfelinto

Differential Revision: https://developer.blender.org/D8472
2020-08-18 15:39:27 +02:00
b2d9020aa5 Fix T77340: nested nodes alpha issues
Reviewers: Severin

Differential Revision: https://developer.blender.org/D8573
2020-08-17 12:34:49 +02:00
171e77c3c2 Cleanup: use array syntax for sizeof with fixed values
Also order sizeof(..) first to promote other values to size_t.
2020-08-08 13:38:00 +10:00
48e089375e Cleanup: pass arrays const where possible 2020-08-07 22:56:13 +10:00
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
Yevgeny Makarov
91be94d465 UI: Fixes and small improvements to some labels and UI messages
Small tweaks to make labels and texts more correct, consistent and
polished.

Reviewed by: Aaron Carlisle, Julian Eisel

Differential Revision: https://developer.blender.org/D8346
2020-08-06 14:50:45 +02:00
2d95a23aa6 Merge branch 'blender-v2.90-release' into master 2020-08-06 12:55:49 +02:00
769ec7ffe6 Fix T79408: ungroup operation update animation data incorrectly
Reviewers: sybren, sergey

Differential Revision: https://developer.blender.org/D8464
2020-08-06 12:50:08 +02:00
1ae9960a15 Merge branch 'blender-v2.90-release' into master 2020-08-04 12:15:14 -06:00
e818f1274b Fix T78932: fix linking reroute nodes of different type
Reviewers: mano-wii

Differential Revision: https://developer.blender.org/D8460
2020-08-04 17:36:50 +02:00
675fa2ee13 Refactor: rename SpaceType->new to SpaceType->create
The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D8459
2020-08-04 14:40:15 +02:00
15ad4f6f1f Merge branch 'blender-v2.90-release' 2020-08-04 11:57:09 +03:00
9306037ed3 Node Groups: expose the SOCK_HIDE_VALUE flag for node group inputs.
This flag specifies that even when the socket is not connected,
the node should not display the input field for the constant input
value. This is useful for inputs like Normal, which have special
handling for the missing input case and don't use a constant value.
Currently there is no way to change this flag from Python, and
through UI it can only be done by re-creating the socket.

This patch exposes the flag through RNA and UI, makes sure it
is properly updated when changed, and adds special handling to
ensure that it is correctly set when creating a node group from
a node set that includes reroute nodes.

Differential Revision: https://developer.blender.org/D8395
2020-08-04 11:29:16 +03:00
b016e7f258 Node Groups: fix placement of the Output node when creating a group.
Instead of assuming the node width, compute the actual right bound.
Otherwise BSDF nodes tend to be too wide, and intersect Output.

Differential Revision: https://developer.blender.org/D8395
2020-08-04 11:29:01 +03:00
025dc31d28 GPU: Remove GL constant from BIF_glutil 2020-07-26 21:07:25 +02:00
62e53788aa Merge branch 'blender-v2.90-release' 2020-07-23 17:35:40 +10:00
67002402bd Fix T79162: 'prop_search' includes ID prefix in string properties
Regression from d6cefef98f

This also fixes an unreported issue where finding an exact match
wasn't being detected for items that contained an ID prefix.
2020-07-23 17:24:17 +10:00
4d6ac72264 Nodes: add missing update tags in the case of simulation node trees 2020-07-22 19:16:33 +02:00
c46663ad66 Cleanup: spelling 2020-07-21 16:02:58 +10:00
f1104c2828 Fix T78369: Sculpt Vertex Colors not rendering in EEVEE
The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.

Reviewed By: brecht

Maniphest Tasks: T78369

Differential Revision: https://developer.blender.org/D8185
2020-07-15 18:55:33 +02:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
41e6f9bd43 Cycles: Add control for sun intensity in Sky Texture and change altitude to km
Differential Revision: https://developer.blender.org/D8091
2020-07-13 03:08:11 +02:00
3aa53b361d Cleanup: Editors/Space/Node, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_node` module.

No functional changes.
2020-07-03 17:42:45 +02:00
6f0aca7973 Fix T78264: Auto Render stops working after rendering manually
Was caused by weird and feedback-loop based issue from a long time ago.

The auto-render was only happening for nodes which are tagged for exec.
This tag is assigned by edit operations on the tree (for example, when
adding or removing links). It is also set in the render pipeline for
nodes which are to be executed.

The issues comes from the fact that "life updates" during editing did
not clear the need_exec flag, ever. This made it so Auto Render was
working as expected. However, rendering the scene resets need_exec
flags at the end of rendering using ntreeCompositClearTags().
The actual need of such clear is not very clear, but it was making it
so Auto Render does not work after render.

To my knowledge the flag didn't really meant that the node is connected
to the output, so it couldn't have acted as attempt to ignore rendering
of an unused scene. It also should be possible to auto-render even if
node tree itself was never altered.

Long story short: lets ignore need_exec flag in auto-render check and
render scene node if the scene is used by the node.

Differential Revision: https://developer.blender.org/D8171
2020-07-01 15:08:16 +02:00
8903368490 Cycles: add support for rendering sculpt vertex colors
Ref T78041
2020-06-25 13:54:05 +02:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
87ceff3d1b Preferences: New experimental settings for particle system and hair
This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:

* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.

Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8096
2020-06-23 11:30:46 +02:00
Jeroen Bakker
2fdca5bd19 Refactoring: View2DScrollers memory allocation
View2DScrollers used the memory manager to allocate memory. This isn't a
problem but in a upcoming change the scrollers will be drawn more often
than it used to (See {D8066}). To limit the number of allocations and
frees this patch will use the stack for allocation.

Reviewed By: Campbell Barton

Differential Revision: https://developer.blender.org/D8076
2020-06-22 21:46:04 +02:00
3aa1143d57 Cleanup: redundant parenthesis 2020-06-18 14:30:04 +10:00
eacdcb2dd8 Cycles: Add new Sky Texture method including direct sunlight
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.

By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.

This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.

Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).

Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.

In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.

This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).

More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view

Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.

Differential Revision: https://developer.blender.org/D7896
2020-06-17 21:06:41 +02:00
b82cb0ad32 Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure 2020-06-02 16:46:38 +02:00