Commit Graph

1790 Commits

Author SHA1 Message Date
0b2d1badec Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
2019-09-08 00:23:25 +10:00
OmarSquircleArt
61cc604da7 Fix: Rename the dimensions property in Noise nodes.
The `dimensions` property of the noise nodes has been renamed to
`noise_dimensions` because it conflicted with and overwrote the
`dimensions` property of the base node.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5705
2019-09-06 16:06:54 +02:00
31c2929496 Depsgraph: Free user code from worry about updates flush 2019-09-05 11:57:20 +02:00
ac060232aa Depsgraph: Pass bmain to evaluation function
Currently unused, makes code ready for an upcoming change.
2019-09-05 11:57:20 +02:00
OmarSquircleArt
baaa89a0bc Shading: Rewrite Mapping node with dynamic inputs.
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.

Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.

Reviewers: brecht, JacquesLucke
2019-09-04 23:17:13 +02:00
OmarSquircleArt
23564583a4 Shading: Extend Noise node to other dimenstions.
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D
space. The noise code has also been refactored to be more readable.

The Color output and distortion patterns changed, so this patch
breaks backward compatibility. This is due to the fact that we
now use random offsets as noise seeds, as opposed to swizzling
and constants offsets.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5560
2019-09-04 17:54:32 +02:00
9821dd72ba Cleanup: rename natural string comparison 2019-08-31 17:32:30 +10:00
2a2fd75ef9 Cleanup: Fix build error with MSVC
`BLI_cpu_support_sse41` needs BLI_System.h.

Reviewers: brecht
2019-08-27 08:13:23 -06:00
Stefan Werner
d547f9d3d2 Fix T68944: Added check for SSE4.1 to denoising node.
Since OpenImageDenoise requires a CPU with SSE 4.1 or newer,
let the node act as passthrough on unsupported CPUs and display
a message in the node itself.
2019-08-27 14:03:49 +02:00
Yevgeny Makarov
811ac2965a UI: fix some menus and popups not taking into account UI scale for padding
Differential Revision: https://developer.blender.org/D5581
2019-08-27 12:27:23 +02:00
f2c3dc94b1 Fix T69127: Node sockets location bug after a keyframe is inserted 2019-08-25 16:37:06 +01:00
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
adfb9ec87c Cleanup: const args, naming, doxy groups, clang-format 2019-08-23 09:09:38 +10:00
e6f3d8b3e1 Revert "Fix T68971: Copy As New Driver from Material node creates a bad reference."
This reverts commits 54fd8176d7, 4c5becb6b1 and 8f578150e.

Those kind of commits must be reviewed and approved by project owners.

That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.

And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes  they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
2019-08-22 16:07:36 +02:00
8f578150ea Fix T68971: Copy As New Driver from Material node creates a bad reference.
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.

Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
2019-08-22 15:46:37 +03:00
Charlie Jolly
2ba233a31f Nodes: Support for socket shapes other than circle
Previously there was already "draw_shape" property,
but it was doing nothing. This commit renames the
property to "display_shape". Furthermore, different
shapes like SQUARE and DIAMOND are supported now.

Currently, the shapes are drawn using the shader that also
draws keyframes. In the future we might want to separate
this.

The new shapes are not used anywhere yet, but they can
be used by addon developers and will probably be useful
when we want to support different kinds node systems later.
For example, different shapes can be used to distinguish
between data and control flow.

Differential Revision: https://developer.blender.org/D2829
2019-08-22 11:10:11 +02:00
OmarSquircleArt
133dfdd704 Shading: Add White Noise node.
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5550
2019-08-21 20:04:09 +02:00
OmarSquircleArt
7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00
OmarSquircleArt
25f1783673 Fix T68702: Input socket in the Normal node isn't drawn properly.
The Normal vector socket in the Normal node wasn't drawn properly and
couldn't be controlled. Additionally, the socket name was drawn over it.

This happened because the socket had a default value of a zero vector.
To fix this, we set the default value to the unit vector `(0, 0, 1)`.
Moreover, we don't draw the UI name if the subtype is `PROP_DIRECTION`.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5503
2019-08-16 17:59:12 +02:00
5489611e53 Compositor: Added denoising node
This node is built on Intel's OpenImageDenoise library.
Other denoisers could be integrated, for example Lukas' Cycles denoiser.

Compositor: Made OpenImageDenoise optional, added CMake and build_env files to find OIDN

Compositor: Fixed some warnings in the denoising operator

build_environment: Updated OpenImageDenoise to 0.8.1

build_environment: Updated OpenImageDenoise in `make deps` for macOS

Reviewers: sergey, jbakker, brecht

Reviewed By: brecht

Subscribers: YAFU, LazyDodo, Zen_YS, slumber, samgreen, tjvoll, yeus, ponomarovmax, getrad, coder.kalyan, vitos1k, Yegor, DeepBlender, kumaran7, Darkfie9825, aliasguru, aafra, ace_dragon, juang3d, pandrodor, cdog, lordodin, jtheninja, mavek, marcog, 5k1n2, Atair, rawalanche, 0o00o0oo, filibis, poor, lukasstockner97

Tags: #compositing

Differential Revision: https://developer.blender.org/D4304
2019-08-14 21:40:35 +02:00
OmarSquircleArt
7a7eadaf7f Shading: Add a clamp option to the Map Range node.
If the option is enabled, the output is clamped to the target range.
The target range is [To Min, To Max]. The option is enabled by default.

The clamp option is implemented in EEVEE by linking to the `clamp_value`
GLSL function. And it is implemented in Cycles using a graph expand
function.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5477
2019-08-14 10:53:19 +02:00
OmarSquircleArt
26911ba1e2 Nodes: Display vector values expanded, except when specified as compact.
Change the default drawing method of vector sockets to use a column layout.
This allows more interactive use of nodes and avoids the one or two clicks
needed to edit vector sockets in the old default component layout.

Developers may still use the component layout by flaging the socket with the
`SOCK_COMPACT` socket flag. For now, we choose to draw the SSS scale vector
of the Principled and SSS nodes in a compact form because they don't require
much interactivity.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5458
2019-08-10 17:57:54 +02:00
0516d49d0c Fix T63921: Unable to use confirm on release for keyboard shortcuts
The first issue was that we were still working around a Xorg bug that
has been solved since a very long time:

https://bugs.freedesktop.org/show_bug.cgi?id=22515

The second issue was that the global "confirm on release for mouse
clicks" was used for keyboard shortcuts as well.
2019-07-31 18:01:28 +02:00
ff1b5af307 Fix compositor ignoring mask parenting
There are two aspects to the problem:

- Dependency graph update for compositor preview was missing
  updates flush.

  Apparently, update for new frame style of update will take
  care of flushing, but not the update tagged style of update.

  This goes to a legacy dependency graph and is to be changed
  at some point, but not so close to the release.

- Movie clips were missing from the compositor dependency graph.

This fixes part of T66519.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5256
2019-07-15 17:36:54 +02:00
eed19d9f45 Fix T64253: missing update when moving nodegroup input/output sockets up or down
Reviewers: brecht

Maniphest Tasks: T64253

Differential Revision: https://developer.blender.org/D4959
2019-07-04 18:03:27 +02:00
ef750790d2 Compositor: Background Fit UI Scale
Make the fit background relative to the UI scale.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5150
2019-07-02 13:35:23 +02:00
91e00bd703 Fix compositor preview not respecting un-keyed changes
This is a part of T66099.
2019-06-27 16:21:18 +02:00
82c112e4b4 UI: Rename "Viewer Border" to "Viewer Region"
Part of T56648
2019-06-23 03:16:33 +02:00
23df1a774b Fix/Cleanup: I18N: Bad usage of IFACE_ instead of TIP_.
Cheap tip: anything that is not "Camel Case" and/or that is more than
a few words long should use `TIP_` translation, not `IFACE_` one.

Also added several missing strings (including the one reported in D5056
by Jean First (@robbott), thanks).
2019-06-11 22:25:01 +02:00
d05f27c7b9 Fix T65612: Ungroup in Node Editor Crashes 2019-06-07 17:45:58 +02:00
6dd9e08051 Keymap: gizmos now use a map that optionally activates on press
The legacy keymap now activates on press.
2019-06-07 12:10:56 +10:00
c3f00d7879 Fix T65447: Mask doesn't update in compositor unless there's motion blur on
This is probably just one of the related issues.

Root of the problem was that compositor job was using original scene and node
tree for compositing. It is not guaranteed to have all the evaluated data.

Switched compositor job to use it's own render-pipeline-like dependency graph
which has everything evaluated in it.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D4998
2019-06-04 09:41:33 +02:00
b998a7b384 Fix T64247: Crash on playback with special shader node tree
The root of the problem goes to the fact that node tree copying
uses source tree and nodes for a temporary storage.

This makes it so multiple dependency graphs can not be reliably
evaluated from different threads if they are using same original
node tree.

Solved by doing the following:

- Commonly used tree copying function (which is used by library
  manager) keeps source tree, nodes and sockets untouched.

- All the related areas (like node tree's callback) now have
  const qualifier on the input.

- Areas which needs to have those temporary pointers assigned are
  now using explicit function.

  Would be really cool to get rid of those temporary pointers
  completely, but this is a bit tricky due to hairy nature of the
  code. Can happen any time now though: is easy enough to generalize
  the new pointers mapping.

Note that this change is only intended to solve the crash.
The fact that icons shouldn't be updated on playback will be fixed
as a separate change.

Reviewers: brecht, fclem

Reviewed By: brecht, fclem

Subscribers: brecht, fclem

Differential Revision: https://developer.blender.org/D5002
2019-06-04 09:34:35 +02:00
aba4e6810f Cleanup: style, use braces in source/ (include disabled blocks) 2019-05-31 23:22:52 +10:00
8778dd0c8b Gizmo: activate some gizmos on drag instead of press
Use drag-only keyamp to adjust gizmos which use drag motion
to change a value. By default gizmos still activate on press.

This allows for left click select to be used with transform
without the gizmos getting in the way.

Even though this isn't necessary for right click select
it allows click events to pass through and be used by tools
which can be useful.

Resolves T63996
2019-05-30 15:22:19 +10:00
82e8e5c871 Cleanup: move click/drag events to functions
Simplifies future changes to dragging checks and avoids
each check for drag using slightly different logic.
2019-05-30 15:02:53 +10:00
07d453dd9e UI: use matching distance checks & define for dragging 2019-05-29 18:13:33 +10:00
2100dba34b Cleanup: GPU: Move program point size to GPU_state 2019-05-28 17:19:42 +02:00
e4ac8ab212 WM: support X/Y axis cursor wrapping
Operator flags to wrap on a single axis.

D4865 by @Gvgeo with updates.

Resolves T64585
2019-05-29 00:52:43 +10:00
5c0e282a73 Revert "Fix T64660: no access to node connectors when a node is inside a layout frame."
This reverts commit 59b7f3a164, which was
causing T64933.
2019-05-23 16:37:08 +02:00
d9f4071ac6 Fix T64969: changing color space in image texture node loses changes
Don't allow changing it for painted images until they have been saved, similar
to sidebar panels. This could be solved better, for now the important thing is
not to lose changes.
2019-05-22 10:12:27 +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
7baddbf818 UI: add tool panel for node editor, use tabs
This follows the 3D view, adding an "Options" tab.
2019-05-17 12:48:51 +10:00
59b7f3a164 Fix T64660: no access to node connectors when a node is inside a layout frame.
Note that the same issue actually showed without a frame node, when
trying to click-drag on a socket on its 'inside node' part, you would get
same behavior.

Only solution I can see here is to prevent Node selection to go on when
user clicks on one of its sockets, there is no way afaik to make
drag-from-socket to start if we keep select-node operator running
modal, since both operators (NODE_OT_select and NODE_OT_link) use the
same shortcut, if select (which is checked first, being a Tool) returns
modal, then event is considered handled it seems, even though
Passthrough is also returned...
2019-05-16 11:13:09 +02:00
e39737f166 UI: make sidebars in 3D view and other editors a little wider and consistent 2019-05-15 16:17:23 +02:00
af088c2640 Fix T63994: Node Editor: Move All Selected Nodes when dragging.
Left-click select broke that behavior, since it puts both action and
select buttons on the same physical mouse button...

To support this behavior again, we have to split selection process in
two steps, hence make it modal... While I remain rather skeptical about
that global design decision, and complexity it adds to many UI/UX areas,
this solution ends up being OK-ish I think.

Thanks to @brecht for some final tweaks on the patch.
2019-05-14 15:56:17 +02:00
c66a7822ce Interface: Free argument callback for popups
Reviewers: brecht

Differential Revision: https://developer.blender.org/D4858
2019-05-14 15:39:51 +02:00
21854575a4 Cycles/Eevee: unify light strength and color
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.

Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.

If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.

If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.

Differential Revision: https://developer.blender.org/D4588
2019-05-13 15:56:10 +02:00
7ad802cf3a Cycles/Eevee: unified and improved texture image color space handling
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.

Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.

Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.

Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.

This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.

Differential Revision: https://developer.blender.org/D4807
2019-05-13 15:56:10 +02:00