According to the specs platforms should at least support push constants
of 128 bytes. As there are known platforms that have set this as their
maximum (Mesa for example) we should use this as the maximum as well.
Every patch would be its own class this would keep the data and logic contained.
When a source is unchained during patching it would reuse the original source.
Multi-threading support for transform modes: bevel-weight, crease,
push-pull, rotate, shear, shrink-fatten, skin-resize, to-sphere,
trackball & translate.
This is done using a parallel loop over transform data.
From testing a 1.5million polygon mesh on a 32 core system
the overall performance gains were between ~20-28%
To ensure the code is thread-safe arguments to shared data are const.
Reviewed By: mano-wii
Creates a Curve with 1 Bezier Spline from four positions (start,
start handle, end handle, end) and a resolution. The handles are
aligned and mirrored automatically. An "Offset" mode is also included
to allow specifying the handles relative to the control points.
The default settings recreate the existing default Bezier Curve in the
3D viewport add menu.
Differential Revision: https://developer.blender.org/D11648
Reserve the term count for values that require calculation
(typically linked lists).
Without this convention it's difficult to know if using a length
accessor function in a loop will be O(N^2) without inspecting the
underlying implementation.
This patch is for a node that creates a poly spline from a
3 point quadratic Bezier. Resolution is also specified.
Curve primitives design task: T89220
Differential Revision: https://developer.blender.org/D11649
This node creates a curve spline and gives control for the number of
rotations, the number of points per rotation, start and end radius,
height, and direction. The "Reverse" input produces a visual change,
it doesn't just change the order of the control points.
Differential Revision: https://developer.blender.org/D11609
This patch adds a Curve Primitives menu in Geometry nodes with an
initial entry of a star primitive.
The node is a basic star pattern node that outputs a poly spline.
Options control the inner and outer radius, the number of points,
and the twist of the valleys.
Differential Revision: https://developer.blender.org/D11653
Change snapping behavior to snap strip edges when they are close to snap point.
Default behavior is, that each transformed strip is snapped to any other strip.
Implement snapping controls in sequencer tool settings. These controls include:
- Snapping on/off
- Ability to snap to playhead and strip hold offset points
- Filter snap points by excluding sound or muted strips
- Control snapping distance
Snapping controls are placed in timeline header similar to 3D viewport
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11646
When using multiple monitors that differ in scale and/or dpi, the
varying sizes of the window titles and borders can cause the placement
of those windows to be out by a small amount. This patch adjusts for
those differences on Windows 10 and newer.
see D10863 for details and examples.
Differential Revision: https://developer.blender.org/D10863
Reviewed by Ray Molenkamp
`UILayout.operator_menu_enum()` now returns the operator properties, just like
`UILayout.operator()`. This makes it possible to set options for the operator
displayed in the menu. In C it can be done through the new
`uiItemMenuEnumFullO()` or `uiItemMenuEnumFullO_ptr()`.
It's reasonable to have this, probably just a small thing never bothered to
add. D10912 could use it, the following comment can be addressed now too:
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_nla/nla_buttons.c$583-586
This is just some cleanup of the Win32 window creation code. After
CreateWindowExW() this patch uses some early exits to replace some
potentially confusing if blocks. No functional changes.
Differential Revision: https://developer.blender.org/D11446
Reviewed by Ray Molenkamp
When compiling BSDF nodes, we only assing stack space to the normal and
tangent inputs if they are linked. However, it could be that the
ConstantFolder removed the link, so checking if there is a link fails
to take this into account.
To fix this, added a flag to ShaderInput to keep track of whether a
constant was folded into the input, and use it as well to verify that
the socket is linked when assigning stack space.
Reviewed By: brecht
Maniphest Tasks: T70615
Differential Revision: https://developer.blender.org/D11731
Mask value works just like transparency mask.
You are able to select intersection lines inside a
collection or, between collections.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11309
Removed in b787581c9c as it's comment
noted it was bad code, the reason for it's necessity was no longer valid.
Add this back with comment explaining why it's still needed.
Use const arguments to simplify further optimizations.
Transforming elements shouldn't need to change their containers
data-structures.
ElementResize for grease pencil stroke thickness was
modifying TransInfo.num & TransInfo.values_final.
Now copies are operated on to preserve const correctness although
it's worth investigating if this can be avoided altogether.
- Added functions to check if the cursor is at a number.
- Added function to parse a number.
- Joined skip_separator functions.
- Added function to check if cursor is at any given set of characters.
AMD Drivers didn't report an additional space in the rendered. This made
testing for the HQ workaround fail and the issue appeared back on
certain cards.
This fix will test with surrounding spaces or if the renderer name
endswith the given string. If any of these are the case the hq normals
workaround will be enabled.
Fixing small typo of word "multi" in function identifier by renaming
"count_mutli_input_socket_links" to "count_multi_input_socket_links"
Differential Revision: https://developer.blender.org/D11732
Reviewed by Hans Goudey
This commit avoids duplicating the deformed control point
list twice by modifying the list in the object curve cache directly.
For curves, the original control point data was duplicated into a
local listbase, deformed, used to create the "bevel list" data, and
then duplicated again for the object-level storage of deformed
control points. Text objects and surface objects had a similar
unnecessary duplication.
The curve bevel list was freed, and then freed again in a call to the
function that recalulates it. The curve "anim path" data was freed
only to be freed again in its calculation function as well. Also move
the anim_path calculation directly after the bevel list creation to
make its requirements more explicit.
Surface objects were already handled by an early return in the main
"curve types" function. This commit splits them, renames the funtions
to match (and be more consistent with other names), and sanitizes the
checking of object types.
Every call to `BKE_displist_make_curveTypes` already checks the object
type beforehand, there is no need to check it again. Also removed an
outdated comment.
`BKE_displist_make_curveTypes` had a `for_orco` argument that was
always false in calls to the function. Removing it allows the curve
displist and modifier evaluation code to become simpler. There are
some related cleanups in rBdf4299465279 and rB93aecd2b8107.
Sometimes the current spline list isn't part of the original curve, like
when using the deformed control points, etc. This will be helpful in
the curve modifier stack.
While the const correctness of `ListBase` is quite limited, it's helpful
to have a way to retrieve the `Nurb` list from curve object data without
casting away const from the curve.
There is no longer a need to resize windows that are _already_ open,
since temporary windows can no longer take over the space used by other
already-open temporary windows. This primarily affects Preferences and
Render windows.
see D11721 for more details.
Differential Revision: https://developer.blender.org/D11721
Reviewed by Julian Eisel
Likely uncovered by 6c97c7f767, the actual mistake would be from
6942dd9f49.
The hacks to display text buttons for renaming in UI-Lists used the emboss of
the text button for handling logic. It relied on the emboss `NONE` but we also
introduced `NONE_OR_STATUS` with 6942dd9f49. Both values need to be treated
equally for the logic of this hack to work.
The change in `interface_layout.c` is actually not needed for this exact issue,
but it's the correct thing to do. There may actually be more cases where `NONE`
and `NONE_OR_STATUS` need to be treated equally. Something to be checked still.
Custom properties defined on objects are not accessible from the
attribute node when rendering a volume in Cycles. This is because
this case is not handled.
To handle it, added a primitive type for volumes in the kernel,
which is then used in the initialization of ShaderData and to
check whether an attribute lookup is for a volume.
`volume_attribute_float4` is also now checking the attribute
element type to dispatch to the right lookup function.
Reviewed By: #cycles, brecht
Maniphest Tasks: T87194
Differential Revision: https://developer.blender.org/D11728
Weird 'embedded for overrides' flag of embedded IDs (including ShapeKeys
in override context) was not properly cleaned up when making an override
fully local.
Reported by studio, thanks.
@jbakker should be backported to 2.93LTS if possible.
In ViewLayer view, overrides of excluded collections would then show one
level higher, due to bad handling of those excluded collection in draw
code.
Reported by studio, thanks.
@jbakker should be backported to 2.93LTS.
Passing `emboss=False`set `UI_EMBOSS_NONE` in the layout, which
completely disables button background colors for things like animation
state. This commit changes that to `UI_EMBOSS_NONE_OR_STATUS`,
which effectively restores the behavior to what it was prior to the
addition of that flag, with the added option to completely disable
the status emboss with `UI_EMBOSS_NONE`.
This adds a new Attributes panel in the mesh properties editor.
It shows a list of all the generic attributes on the mesh.
In the future, we want to show built-in and other attributes in the
list as well. Related technical design tasks: T88460, T89054.
There is also a new simple name collision check that warns the user
when there are multiple attributes with the same name. This can be
problematic when the attribute is supposed to be used in geometry
nodes or during rendering.
Differential Revision: https://developer.blender.org/D11276
This was a stupid mistake in my original commit that added this item.
While this is an API breakage, the name is simply wrong, and it is only
6 months old, and slightly niche.
Differential Revision: https://developer.blender.org/D11701
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material.
Reviewed By: Sebastian Parborg (zeddb)
Ref D11308
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065
* Reduce code duplication.
* Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`).
* Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
* Use unsigned integer types for bit operations.
* Use 64 bit integer instead of 32 bit.
* Support scoped enumes (aka `enum class`) by adding some more casts.
The crash was caused by a mistake in 5f9677fe0c
where the pointers to the custom data layers would be overwritten with the one
for the first layer, as CustomData_duplicate_referenced_layer is only about the
first layer. customData_duplicate_referenced_layer_index should be used instead
to duplicate the right layer.
Old implementation has a single parser of many different
formats. With the introduction of Vulkan this would lead
to another parser in the same function. This patch
separates the log parsing using a visitor pattern so the
log parsing can be configured per GPU backend or even
per driver.
With Vulkan we manage the compiler our self so the parsing
will become more straight forward. The OpenGL part depends
on many factors (OS, Driver) and perhaps even GPU.
This patch is part of: T87228.
Support accurate random selection for:
- CURVE_OT_select_random
- LATTICE_OT_select_random
- OBJECT_OT_select_random
Ref D11685
CollectionLineart does not care about the configurations
in master collection.
Other options are not applicaple for master collection as well.
Hence hiding it.
Reviewed by Dalai Felinto (dfelinto)
Differential Revision: https://developer.blender.org/D11702
This option allow users to see the view layer in context to the
others. It is particularly useful to see which view layers have which
collections enabled, and their render settings (holdout, ...).
This option is off by default.
Differential Revision: https://developer.blender.org/D11708
In preparation of supporting vulkan. Draw/GPU tests should use
GPU_TEST or DRAW_TEST macros. These macros will run the test
on available drawing context backends like OpenGL or Vulkan.
As in master there is only an OpenGL backend nothing changed.
The problem was an optimization I put in to triangulate quads.
It was wrong if the quad, after projecting onto a 2d plane, was
not convex. Handling quads the same as other faces fixes the bug.
Unfortunately, this will slow down Exact Boolean when the input has
many quads (the usual case, of course).
Will attempt to fix that with a later change, but for now, this
at least restores correctness.
Now, the mask layers are copied and later a cleanup is done in order to verify all mask layer exist in destination object. If the layer mask does not exist, it's removed from the list.
This is related to T89234.
Skip updating normals & tessellation for contiguous geometry regions
for operations such as translate & uniform scale.
This means when all geometry is selected, no updates are needed
as the relative locations of vertices aren't being modified.
Performance:
As this is skipping a multi-threaded operation,
larger improvements are noticeable on systems with fewer cores.
- ~1.15x to ~1.3x overall gain for 32 cores.
- ~1.7x to ~2.2x overall gain for 1 core (limited using `-t 1` argument).
Details:
- Rotate & non-uniform scale only skip tessellation.
- Proportional editing and axis-mirror have special handling
ensure geometry is properly grouped before considering
a face part of a single group that can be skipped.
- Loose vertices always need their normals to be recalculated
since they're calculated based on the location.
- Non-affine transform operations such as shrink-fatten & bend,
don't take advantage of this optimization.
- Snap projection also disables the optimization.
editor dataset region always showed 0. This was caused by a conditional
statement that needed a domain to be set, which is not the case for
Instances component type.
Reviewer: Hans Goudey (Hoogly Boogly)
Differential Revision: https://developer.blender.org/D11710
This patch enables sample filtering when scaling preview images in File
Browser, improving the result a bit. Reduces blockiness and other
artifacts when enlarging the images.
see D11706 for details and examples.
Differential Revision: https://developer.blender.org/D11706
Reviewed by Julian Eisel
`t->values` does not necessarily represent a final value of the
transformation, as each mode treats this value differently.
So, unfortunately, we cannot have a generic offset solution for modal
transform operations. Offset needs to be handled by each mode.
Note: Currently only, `Move`, `Rotate` and `Resize` support this.
When baking some data, we create a new Mesh with edits and modifiers applied.
However, in some cases (e.g. when there is no modifier), the returned Mesh is
actually referencing the original one and its data layers. When autosmooth is
enabled we also split the Mesh. However, since the new Mesh is referencing the
original one, although `BKE_mesh_split_faces` is creating new vertices and edges,
the reallocation of the custom data layers is preempted because of the
reference, so adding the new vertices and edges overwrites valid data
To fix this we duplicate referenced layers before splitting the faces.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11703
User can specify filtering options inside line art modifier,
like inverting selection and including face mark region border.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11307
This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.
Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).
Differential Revision: https://developer.blender.org/D11046
This patch includes: Floating edge type support,
Special chaining option for floating edge,
Chaining option for reducing jagged edges when floating
edges are involved.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11306
* Mark either all or no class methods with override
* Don't use zero sized array since it has a different size in C and C++.
Using a little more memory here is not significant.
* Don't use deprecated mechanism to mark private GSet members in clang
just like we don't for MSVC, it warns even for simple zero initialization.
In-progress Safari download files/packages are now recognized as bundles
and therefore not treated as directories.
Differential Revision: https://developer.blender.org/D11613
This resolves a bottleneck where every update while transforming
copied the entire mesh data-block, which isn't needed as the edit-mesh
is the source of the data being edited.
Testing shows a significant overall speedup when transforming:
- ~1.5x with a subdivided cube 1.5 million vertices.
- ~3.0x with the spring mesh (edit-mode with modifiers disabled,
duplicated 10x to drop performance).
Reviewed By: sergey
Ref D11337
Avoid computationally expensive copying operations
when only some settings have been modified.
This is done by adding support for updating parameters
without tagging for copy-on-write.
Currently only mesh data blocks are supported,
other data-blocks can be added individually.
This prepares for changing values such as edit-mesh auto-smooth angle
in edit-mode without duplicating all mesh-data.
The benefit will only be seen when the user interface no longer tags
all ID's for copy on write updates.
ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations
where non edit-mode geometry is modified in edit-mode.
While this isn't something user are likely to do,
Python scripts may change the underlying mesh.
Reviewed By: sergey
Ref D11377
Very stupid typo in override apply code on GP modifiers (typical
copy/paste mistake from original modifiers code).
@jbakker this should be back-ported to 2.93LTS.
This patch enables bound box check when loading geometry
into line art. Works with overscan as well. Will discard
object if its bbox completely lies in one side of the
clipping space frustum.
Reviewed by: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11545
For scenes that have a lot of edges, this could potentially
save some time generating individual strokes that are outside
camera frustum.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11525
682a74e090 renamed Bendy Bones properties and replaced existing float
properties with float-vector properties. This updates the property names used
by the action baking operator (`NLA_OT_bake`).
Iteration was incorrectly calling the same object. Had it called every
window it would still be unnecessary as WM_DISPLAYCHANGE is sent to all
broadcast receiving windows.
Previously the smooth shading of the voxel remesher was controlled by a
mesh property. With this change, the output will try to match the
current shading of the object. This only takes into consideration the
shading mode of the first polygon of the model, but it is probably what
most users expect as it works as intended with the shade smooth/flat
object mode options.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D11626
SCULPT_nearest_vertex_get expects a distance, not a distance squared.
This should make symmetry work as expected, but it still can fail if the
mesh topology is not completely symmetrical.
Reviewed By: JacquesLucke
Maniphest Tasks: T89221
Differential Revision: https://developer.blender.org/D11642
Adds full frame implementation to this node operations.
No functional changes.
1.2x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11638
Adds full frame implementation to Image node operations.
Mostly refactored into buffer utility methods for reuse in other
operations.
No functional changes.
1.8x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11559
When use smooth tool in a cyclic stroke, the smoothing algorithm was not using the adjacent points if these are the end or start of stroke.
Now, the smooth uses the other extreme of the stroke to compute smoothness.
This change will ensure at least one 'local' collection can host the new
'local' override of all objects (indirectly) overridden by this
operation, such that no new override of object ends up in master
collection (which can become extremely messy in production files).
In practice, it means often at least one of the linked collection owning
those objects also has to be overridden.
NOTE: This only affect cases where root overridden linked object has
some dependencies outside of its own root linked collection. While this
situation should be avoided, it cannot always be, so we try to support
it as best as we can.
This is again in the fuzzy area of how embedded IDs are handled
respectively by partial undo code and depsgraph... Should not be
necessary currently, but better be safe and explicit, and also tag
those embeded IDs from re-used owner ID.
In certain CMake configurations it was possible
that OCIO gave linker errors due to it thinking
it was using the shared library rather than the
static library we ship.
Would crash when adding or removing a collection directly to the master
collection of a scene.
Consequence of change to handle depsgraph-controlled evaluation of some
IDs (like excluded collections which do not get evaluated and do not get
a COW anymore). See rBcf4258673755 and D10907.
Note that this mostly demonstrates once again how weak and flacky our
handling of embedded IDs still remains, with some part of the code
handling them as independent IDs, some as fully local/private data, some
as a mix of both... and lots and lots of custom handling code and corner
cases that are a bottomless pit of issues.
Also quiet incredible that this was not reported already, luckily this
original change did not make it to 2.93 release.
The check on the transformation introduced in rBb313525c1bd0 to fix
T88515 would sometimes prevent to update the light if the Blender object
changed. To fix this, reverse the order in which the checks happen so
that we do not shortcuit the object change check.
Note that this commit uses a second LogRef (`blo.readfile.undo`) for undo
specific meassages. Allows to use `--log "*undo*"` cli option to match
all undo reporting.
Also did some minor tweaks to some reports on the way.
Those were missing proper (explicit) object cache clear, and DEG
tagging.
Note that this was most likely not an common issue in practice (Collection
object cache clearing recursively goes into all parents, so master
collection would only miss it in case they had no child collections at
all, and tagging of those happens almost always at other steps on
remapping). But better to be explicit and consistent here in any case.
Fix T88808.
Caused by {rB5f2c5e5bb8c15bf0d6679351e3482f9c38c00935}
object type for `TEXT object` was missing in following check
that's why `Set Origin` option was lost from object context menu.
Reviewed By: lichtwerk
Maniphest Tasks: T88808
Differential Revision: https://developer.blender.org/D11495
This reverts commit rB3a48147b8ab92, and fixes the issues with linking
etc.
Change compared to previous buggy commit (rBf8d219dfd4c31) is that
new `BlendFileReadReports` reports are now passed to the lowest level
function generating the `FileData` (`filedata_new()`), which ensures
(and asserts) that all code using it does have a valid non-NULL pointer
to a `BlendFileReadReport` data.
Sorry for the noise, it's always when you think a change is trivial and
do not test it well enough that you end up doing those kind of
mistakes...
Fix by reverting the part of ec30cf0b74
that assigned `but->editval` in `ui_numedit_begin_set_values`.
Causing access freed memory when using tab to switch
to a numeric input and then leaving the textbox by clicking outside.
This was because `ui_numedit_begin_set_values` shouldn't need to set
`but->editval` and overwrite the pointer.
This would set a pointer that had previously been freed,
causing a `NULL` check to fail later on.
Ref D11679
When cut a stroke of 1 point, the clean up done to avoid keep 1 point strokes removes the memory, but the pointer to the first stroke was not set to NULL. As this pointer is invalid now, any use of this produces a segment fault because the pointer is corrupted..
Sphinx has rather loose dependency requirements which can cause issues if we aren't careful.
As a solution they recommend that you pin sphinx dependency versions
Currently the emboss is only fading on left side of the widget,
resulting in the emboss extending vertically on the right side
and ending abruptly. This patch fixes this by also fading the
emboss on the right side and making it symmetric.
Differential Revision: https://developer.blender.org/D10810
This fixes T88346.
The code is also more readable by making a better distinction between
the texts used for Distances, "Proportional Size" and "AutoIK-Len".
And the text used to translate the "Proportional Size" is reused.
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
This problem has surprisingly been there for quite a few months.
For point clouds all attributes were handled the same, even "position",
which should be transformed when combining source points into the
destination.
Previously the code assumed that curve instances had no attributes.
This is true when the data came from curve objects, which don't support
attributes currently, but it isn't necessarily true when retrieving curves
from evaluated geometry sets.
Make the virtual functions protected and simpler, so that the logic is
better contained in the base class's implementation. Also introduce a
`copy_without_attributes` method to be used for realizing instances.
Add direct user feedback (as a warning report) to user when recursive
resync of overrides was needed.
And some timing (as CLOG logs) about main readfile process steps.
This is essentially adding a new BlendFileReadReport structure that wraps
BKE_reports list, and adds some extra info (some timing, some info about
overrides and (recursive) resync, etc.).
Allows to decompose a given amount of seconds into a random set of
days/hours/minutes/seconds/milliseconds values.
Also add matching test.
Differential Revision: https://developer.blender.org/D11581
Delay depsgraph visibility update tagging until it is known that
graph relations are up to date, and until it is known that the graph
is actually needed to be evaluated.
Differential Revision: https://developer.blender.org/D11660
Currently, the OptiX BVH build options are selected based on whether
we are in background mode (final renders) or not (viewport renders).
In background mode, the BVH is built for fast path tracing and low
memory footprint, while in viewport, it is built for fast updates.
However, on platforms without OpenGL support, the background flag is
always set to true and prevents using fast BVH builds in the viewport.
Now, the BVH options derive from the Scene BVH settings:
* if BVH is static, a fast to trace BVH is built
* if BVH is dynamic, a fast to update BVH is built
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D11154
Apply the same fix for T32214 (edge-select failing) to bones
which also failed when their end-points were outside of the view.
- Add V3D_PROJ_TEST_CLIP_CONTENT support for edit & pose bone iterator
and use for selection operators.
- Remove unnecessarily complicated checks with pose-mode lasso tagging.
- Correct error in pose-mode LassoSelectUserData.is_changed
(currently harmless as it's not read back).
`src` and `dst` are perfectly clear, and avoid repeating unecessary
characters when writing the variables many times, allowing more space
for everything else.
When CMake detects and incompatible Python version
it errors out with an error saying at-least python 3.9
is required, but doesn't mention the version it detected.
This makes troubleshooting the problem harder than it
needs to be.
This diff changes the error message to include the python
version CMake detected.
Differential Revision: https://developer.blender.org/D11666
Reviewed By: Ray Molenkamp
This adds preliminary VS 2022 support, since
there currently is no CMake version that
supports the VS2022 IDE only ninja support
was tested.
IDE support should work without any additional
changes as soon as an updated CMake becomes
available.
As VS2022 appears to keep binary compatibility
with earlier MSVC versions, the current SVN
libraries will work for this version.
This commit optimizes the node for the case where it works on many
splines by allowing it to generate mesh data from their combinations
in parallel. By itself, this made the node around twice as fast in my
test file with a result of 20 million vertices, around 600ms instead of
1.2s before.
That isn't actually a very good result; it reveals another bottleneck,
a single threaded loop over all face corners in the mesh normal
calculation code. As a simple change that might improve performance
in some situations, this commit moves normal calculation out of this
node, so at least the work isn't wasted if the mesh is changed later
on in the node tree anyway.
The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,
However, keeping a texture buffer in cache is not a recommended practice.
For displays with high resolution like 8k this represents something
around 132MB.
Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).
This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.
No functional changes.
This patch uses threading to flush selection from verts to edges and
from edges to faces. The solution is lockless and should scale well on
modern CPU architectures.
Master:{F10185359}
Patch:{F10185361}
End user performance went from 3.9 to 4.6 FPS (Stanford Dragon) but that
was measured on a Intel Core i7-6700 CPU and AMD RX480 Gpu. The more
cores the better improvements you get.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11644
This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
Adds two new output modes to the CDT api which detect and remove
holes. A hole is a face from which a ray shot to the outside
intersects an even number of constraint edges, except we don't
count constraint edges in the same connected region of faces,
where a region is connected via non-constraint edges.
These modes are useful for filling in outlines meant to represent
text characters and the like.
Original patch was from Erik Abrahamsson, modified by me to work
with the "valid Bmesh" output type too. I also added tests
for the new modes.
Caused by improper testing on my part, assuming a helper function
existed in the industry compatible keymap file, and also assuming it
also used the N and T keys for the left and right side-regions.
A different data structure / implementation is used for curves in the
node tree currently. Converting from the DNA `Curve` structure to this
wasn't slow, but it's nice to decrease overhead. In a test of 14000
splines with 128000 points, this halves the runtime from about 5ms
to about 2.5ms.
The spreadsheet filter tried to apply the mesh selection filter on non-
mesh geometry components. Add a check for the component type,
and also refactor the function to be more easily readable.
The normals were broken because the normal calculation mode wasn't set.
This patch adds a default normal mode so all code creating a spline does
not necessarily have to set it manually. In the future there should be a
way to change this value in the node tree.
- Multi-thread BKE_mesh_recalc_looptri.
- Add BKE_mesh_recalc_looptri_with_normals,
this skips having to calculate normals for ngons.
Exact performance depends on number of faces, size of ngons and
available CPU cores.
For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri
in my tests was between 6.7x .. 25.0x, with the largest gains seen in
meshes containing ngons with many sides.
The overall speedup for high poly meshes containing quads and triangles
is only ~20% although ngon heavy meshes can be much faster.
Remove `seq->tmp` usage from transform code. It was used to tag strips
that need to be "shuffled". Pass these strips in `SeqCollection`
instead.
Reviewed By: sergey, mano-wii
Differential Revision: https://developer.blender.org/D11631
This patch adds support for filtering rows based on rules and values.
Filters will work for any attribute data source, they are a property
of the spreadsheet rather than of the attribute system. The properties
displayed in the row filter can depend on data type of the currently
visible column with that name. If the name is no longer visible, the
row filter filter is grayed out, but it will remember the value until
a column with its name is visible again.
Note: The comments in `screen.c` combined with tagging the sidebar
for redraw after the main region point to a lack of understanding
or technical debt, that is a point to improve in the future.
**Future Improvements**
* T89272: A search menu for visible columns when adding a new filter.
* T89273: Possibly a "Range" operation.
Differential Revision: https://developer.blender.org/D10959
This code was disabled in 2.8 and all other associated code/comments
have been removed/cleared. These rna properties have been replaced with
`seq_prev_type`
Removal of unused local variable. Calculation of underline thickness
no longer needed with change to text output of underscore character.
Introduced in aee04d4960
Differential Revision: https://developer.blender.org/D11641
Currently B-Bone scaling can only be controlled via their
properties, thus requiring up to 8 drivers per joint between
B-Bones to transfer scaling factors from the handle bone.
A Scale Easing option is added to multiply the easing value
by the Y scale channels to synchronize them - this produces a
natural scaling effect where both the shape of the curve and
the scale is affected.
In addition, four toggles are added for each handle, which
multiply each of the X, Y, Z and Ease values by the matching
Local Scale channel of the handle bone, thus replacing trivial
drivers. The Scale Easing option has no effect on this process
since it's easy to just enable both Length and Ease buttons.
Differential Revision: https://developer.blender.org/D9870
Implement actual behavior for the B-Bone Y Scale channels added
to DNA and UI in the previous commit in addition to the existing
X and Z Scale inputs.
The two length scale inputs control the ratio between the lengths
of the start and end segments of the bone: although for convenience
two inputs are provided, the whole chain is still uniformly scaled
to fit the curve.
Differential Revision: https://developer.blender.org/D9870
In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.
First, there are only X and Y scale factors (actually X and Z),
while lengthwise all segments have the same scaling. The ease
option merely affects the shape of the curve, and does not cause
actual scaling.
Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.
Finally, the Z channels are confusingly called Y.
This commit adds a B-Bone Y Scale channel and extra B-Bone flag
fields to DNA with appropriate versioning (including for F-Curves
and drivers) in preparation to addressing these limitations.
Functionality is not changed, so the new fields are not used
until the following commits.
Differential Revision: https://developer.blender.org/D9870
When drawing mnemonic underlines for hotkeys, use text output of
underscore character instead of direct drawing a line. Otherwise these
are not visible in dialog buttons.
Introduced in 0fcc063fd9
Differential Revision: https://developer.blender.org/D11641
Reviewed by Campbell Barton
Using an ampersand here is more semantically correct. A slash indicates "or" while an ampersand indicates "and".
An ampersand here is best because the view type shows both the Sequencer and the Preview.
When having multiple materials in a mesh the triangles are sorted based
on material index. This sorting is done single threaded, but needs two
loops over the data. One to count the bucket size and the second one to
add the triangles to the right position in the buckets.
This patch will do the counting in a multithreaded approach that would
speed up the cache creation. It has been measured that this part is the
most blocking part of the cache creation.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11615
During selections the total selection is refreshed at the end. This
process was done single threaded. This patch will do a parallel iter
approach.
Master: 0.043612s Threaded 0.017964s.
Master: {F10179586}
This patch: {F10179587}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11622
`ED_fileselect_get_asset_params` would only return actual data pointer
when file browser is in ASSET mode.
Calling that whole section only makes sense if filebrowser is in asset
mode anyway.
Regression introduced in rBf6c5af3d4753 I think.
@Severin committing this fix now as this is a fairly critical bug for
the studio, feel free to revert and do proper fix if this one is not the
best solution.
This patch ensures that selection mode flushing updates total selection
counts internally. This reduces recounting when we are sure that the
input total selection counts were up to date.
For example for circle selection the total selection counts were
correct. But during flushing the selection could have been changed and
therefore the selection was always recounted.
This increased the performance on selected system from 6.90 FPS to 8.25
FPS during circle selection operations.
Before: {F10179981}
After: {F10179982}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11647
When an object, whose mesh gets loaded from Alembic, gets animated in
Blender and the Alembic CacheFile datablock also gets animated, editing
keyframes causes both datablock to be re-copied for evaluation. This
caused a threading issue and a double-free of some memory. This is fixed
by expanding the scope of the spin lock in
`BKE_cachefile_reader_free()`.
Contributed by @erik85 in D11400. The idea from this patch was placed in
a more generic context: A new FOR macro has been added that loops
over the neighbors of a cell within a given radius.
This matches BMesh which also has tessellation in it's own file.
Using a separate file helps with organization when
extracting code into smaller functions.
The //Raycast// node intersects rays from one geometry onto another.
It computes hit points on the target mesh and returns normals, distances
and any surface attribute specified by the user.
A ray starts on each point of the input //Geometry//. Rays continue
in the //Ray Direction// until they either hit the //Target Geometry//
or reach the //Ray Length// limit. If the target is hit, the value of the
//Is Hit// attribute in the output mesh will be true. //Hit Position//,
//Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the
target mesh at the intersection point. In addition, a //Target Attribute//
can be specified that is interpolated at the hit point and the result
stored in //Hit Attribute//.
Docs: D11620
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11619
This node creates splines with more control points in between the
existing control points. The point is to give the splines more
definition for further tweaking like randomization with white noise,
instead of deforming a resampled poly spline with a noise texture.
For poly splines and NURBS, the node simply interpolates new values
between the existing control points. However, for Bezier splines,
the result follows the existing evaluated shape of the curve, changing
the handle positions and handle types to make that possible.
The number of "cuts" can be controlled by an integer input, or an
attribute can be used. Both spline and point domain attributes are
supported, so the number of cuts can vary using the value from the
point at the start of each segment.
Dynamic curve attributes are interpolated to the result with linear
interpolation.
Differential Revision: https://developer.blender.org/D11421
The minimum twist mode is important because it allows creating
normals without sudden changes in direction. The disadvantage
of minimum twist normals is that the normals depend on all control
points. So changing one control point can change the normals
everywhere. The computed normals do not match the existing
code exactly, although they do match quite well on non-cyclic and
on some cyclic curves. I also noticed that the existing implementation
has some fairly simple failure cases that I haven't found in the new
implementation so far.
Differential Revision: https://developer.blender.org/D11621
This makes the parts where a node is locked more explicit. Also, now the thread
is isolated when the node is locked. This prevents some kinds of deadlocks
(which haven't happened in practice yet).
- BKE_mesh_copy_parameters_for_eval to be used for evaluated meshes only
as it doesn't handle ID user-counts.
- BKE_mesh_copy_parameters is a general function for copying parameters
between meshes.
Refactor function `freeSeqData` so it is readable.
One strip can have multiple transform operations defined. To prevent
processing strip multiple times, build `SeqCollection` and use
sequencer iterator instead of iterating `TransData` directly.
No functional changes.
Differential Revision: https://developer.blender.org/D11618
Reduce complexity of sequencer transform code by removing recursivity.
This is possible by treating meta strips (mostly) as any other strip and
containing all transform code within SEQ_ functions.
Unfortunately internally meta strips still require special treatment,
but all complexity from code all over transform code seems to be
possible to contain within one function.
Functional change:
Previously adjusting handle of single image strip moved animation.
Now animation is not moved, which is behavior for all other strips.
Reviewed By: sergey, mano-wii
Differential Revision: https://developer.blender.org/D11493
Starts scrolling when dragging a node or node link and going outside the current window.
Largely copied from the VIEW2D_OT_edge_pan operator.
Edge panning operator customdata and supporting functions now in
UI_view2d.h, so they could be used by operators in other editor
libraries. The VIEW2D_OT_edge_pan operator also uses this customdata and
shared functions now. Operators properties can be used to configure
edge panning margins and speed for each use case, rather than using
hardcoded values.
The speed function for edge panning has been tweaked somewhat:
* "Speed per pixel" has been replaced with a "speed ramp" distance.
This is more intuitive and also creates an upper bound for the speed,
which can otherwise become extreme with large cursor distance.
* "Max speed" is reached at the end of the speed ramp.
* Padding the region inside and outside is applied as before, but both
values are operator properties now.
Node transform operator also supports edge panning. This requires
an offset for changes in the view2d rect, otherwise nodes are "stuck"
to the original view.
Transform operator had cursor wrapping categorically enabled, but this
gets quite confusing with the edge scrolling mechanism. A new TransInfo
option T_NO_CURSOR_WRAP has been introduced to disable this behavior.
The double negative is a bit annoying, but want to avoid affecting the
existing transform modes, so by default it should still set the
OP_IS_MODAL_GRAB_CURSOR flag (which then sets the WM_CURSOR_WRAP_XY
flag during modal execution).
Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D11073
This allows line art to run only once for each modifier stacks,
with an option to toggle a specific line art modifier should
use cache or re-do their own calculations.
Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly)
Differential Revision: https://developer.blender.org/D11291
This makes it easier to use task isolation in c++ code.
Previously, one either had to check `WITH_TBB` (possibly indirectly
through `WITH_OPENVDB`) or one had to use the C function which
is less convenient.
This namespace groups threading related functions/classes. This avoids
adding more threading related stuff to the blender namespace. Also it
makes naming a bit easier, e.g. the c++ version of BLI_task_isolate could
become blender::threading::isolate_task or something similar.
Differential Revision: https://developer.blender.org/D11624
Similar to what we do for constraints and modifiers, except that
currently adding or editing shaderfx in liboverride objects is
completely unsuported.
Fix T88974.
Used to detect if a shaderfx is purely local, or comes from linked data,
in case of a liboverride.
Not actually used yet since we do not currently support adding
shaderfx's to overrides, but will be in the future, and matches
constraints and modifiers code.
Mainly:
* Make `ED_operator_object_active_editable_ex` properly report poll
messages on failure.
* Add `ED_operator_object_active_local_editable_posemode_exclusive` for
bone constraints requiring pure local Object (non-override one).
* General cleanup and adding more poll messages on failures.
On selecting a multi-layer image with a combined pass, a "Combined"
socket is created and default combined pass socket "Image" is
disabled by setting `SOCK_UNAVAIL` flag. When converting into
operations, `ImageNode` converts alpha socket on finding any socket with
a combined pass without checking the flag.
Since commit rB93e2491ee724 an assertion fails when mapping sockets
twice because now map `add_new` is used.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11566
Adds full frame implementation to Value node operation.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11594
This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.
- Include all objects in pose mode.
- Show the number of objects in pose mode.
- Show the number of objects in edit mode for all types of objects
(not just meshes).
This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11584
Implementation of T86970. This node takes a geometry input with
multiple components and outputs them by component type. Meshes,
Curves, and Point Clouds support combining multiple input instances,
while volumes will only output the first volume component input until
suitable instance realization for multiple volumes is finished.
When direct geometry instancing is implemented it will be possible to
avoid realizing instances in this node.
Differential Revision: https://developer.blender.org/D11577
Creating a new full screen area had it's area initialized as empty,
updating the screen then set the area to a 3D view (as a fallback),
before the actual area type was set.
This made setting the intended space-type run the 3D views exit callback
on a 3D view without a View3D struct allocated, which the exit callback
needed to account for.
Resolve by calling ED_screen_change after the area type has been set.
This patch improves the 3DView statistics overlay to show LOCAL stats
while in local view. This means the stats can vary between 3DViews and
the statusbar when views are in local view, but this gives a much more
accurate count of the objects, and their components, that you are
directly working with rather than just scene values.
Differential Revision: https://developer.blender.org/D8883
Reviewed by Campbell Barton
Versioning code for converting strip offset property doesn't work, when
property was animated and disabled or when crop was used.
When offset property is animated and offset is enabled, animation is
converted to be used with new transform design. When offset is disabled,
animation is left untouched. New transform design doesn't have option
to disable offset, and therefore old unconverted animation is used
instead of converted static value.
Remove animation from propery if it was unused.
Another issue was that both X and Y offset animation was being corrected
by factor caluclated for X channel.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11370
Use lookup string callback function for `sequences_all` RNA property
`rna_SequenceEditor_sequences_all_lookup_string` using a GHash for faster lookups.
When names are changed or strips are added/removed the lookup is tagged invalid.
The next time the lookup is used it will rebuild it.
Reviewed By: sergey, jbakker
Differential Revision: https://developer.blender.org/D11544
Just like the way we often have a choice between an attribute input and
a single float, this adds the ability to choose between attribute and
integer input sockets, useful for D11421.
There is no particular reason these two functions shouldn't be used
outside of the bezier spline implementation since they don't do anything
particularly controversial.
Create maps that specify which batches have vbo or ibo as a reference
and use these maps to discard batches along with buffers.
Differential Revision: https://developer.blender.org/D11588
Adds `source/blender/blendloader/intern/versioning_common.cc` and
`versioning_common.h` for version independent versioning functions.
I only placed `do_versions_add_region_if_not_found()` in there for now.
`blo_do_version_old_trackto_to_constraints()` could also be added, but
that's so old, I prefer keeping that in `versioning_legacy.c`.
Widget drawing code already supported drawing right-aligned, grayed out
shortcut strings. This patch generalizes things a bit so this can also
be used to draw other hints in the same way. There have been a few
instances in the past where this would've been useful, D11046 being the
latest one.
Note that besides some manual regression testing, I didn't check if this
works yet, as there is no code actually using it (other than the
shortcuts). Can be checked as part of further development for D11046.
A possible further improvement would be providing a way to define how
clipping should be done. E.g. sometimes the right-aligned text should be
clipped first (because it's just a hint), in other cases it should be
left untouched (like current code explicitly does it for shortcuts).
Removes the `UI_BUT_HAS_SHORTCUT` flag, which isn't needed anymore.
After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
When using multiple materials in a single mesh the most time is spend in
counting the offsets of each material for the sorting.
This patch moves the counting of the offsets to render mesh data and
caches it as long as the geometry doesn't change.
This patch doesn't include multithreading of this code.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11612
Clear the runtime data structs instead of individual members,
this simplifies adding new runtime members as there are at least
two places they would need to be cleared.
Resolves error in D8883.
This commit lets the join geometry node transfer dynamic attributes
to the result, the same way that point cloud and mesh attributes are
joined. The implementation is different though, because of an
optimization implemented for curves to avoid copying splines.
The result attribute is added with the highest priority domain (points
over splines), and the highest complexity data type. If one curve had
the attribute on the spline domain but not others, the point domain
values will be used.
Generally this is a bit lower level than I would have liked this code
to be, but should be efficient, and it's really not too complicated.
Differential Revision: https://developer.blender.org/D11491
Instead of building a set and then determining the final domain and
type for every attribute separately in the loop, construct a map with
the necessary data in the first place. This is simpler and should be
slightly more efficient.
Split from D11491
This is an implementation of T88722. It accepts a curve object and
for each spline, reverses the order of the points and all attributes.
This is more of a foundational node to support other nodes in the
future (like curve deform)
Selection takes spline domain attributes to determine which splines
are selected. If no selection is present all splines are reversed.
Differential Revision: https://developer.blender.org/D11538
This node implements the second option of T87429, creating points
along the input splines with the necessary evaluated information
for instancing: `tangent`, `normal`, and `rotation` attributes.
All generic curve point and spline attributes are copied to the
result points as well.
The "Count" and "Length" methods are just like the current options
in the resample node, but the output is points instead of a curve.
The "Evaluated" method uses the points you see on the curve directly,
and therefore should be the fastest.
The rotation data is retrieved from a transform matrix built with the
same method that the curve to mesh node uses. The radius attribute is
divided by 10 so the points don't look absurdly huge in the viewport.
In the future that could be an option.
For the implementation, one thing that could use an improvement
is the amount of temporary allocations while resampling to evaluated
points before the final points. I expect that reusing a buffer for
each thread would give a nice improvement.
Differential Revision: https://developer.blender.org/D11539
This patch allows Windows users to specify that their current blender
installation should be used to create thumbnails and be associated
with ".blend" files. This is done from Preferences / System. The only
way to do this currently is from the command-line and this is sometimes
inconvenient.
Differential Revision: https://developer.blender.org/D10887
Reviewed by Brecht Van Lommel
If the last decoded frame had the same timestamp as the GOP current
packet, then we would skip over this frame when fast forwarding and we
would seek until the end of the file.
This would could only be triggered reliably in single threaded mode.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11601
The warning would appear when using the `ENUM_OPERATORS()` macro inside
of an `extern "C"` block.
Didn't cause a warning in master currently, but in the
`asset-browser-poselib` branch.
After macro expansion, there would be C++ code in code with C linkage
(`extern "C"`). So make sure the expanded C++ code always uses C++
linkage.
The syntax used is totally C++ compliant: the C++ standard requires that
in such nested linkage specifications, the innermost one determines the
linking language (e.g. see
https://timsong-cpp.github.io/cppwp/n4659/dcl.link#4).
On the Windows platform there will be some errors printed to the
console if the user's thumbnail cache folder doesn't already exist.
While creating those folders there is an attempt to do so multiple
times and so we get errors when trying to create when exists. This
is caused by paths that have hard-coded forward slashes, which causes
our path processing routines to not work correctly. This patch defines
those paths using platform-varying separator characters.
Differential Revision: https://developer.blender.org/D11505
Reviewed by Brecht Van Lommel
Support calculating face normals when tessellating. When this is done
before updating vertex normals it gives ~20% performance improvement.
Now vertex normal calculation only needs to perform a single pass on the
mesh vertices when called after tessellation.
Extended versions of normal & looptri update functions have been added:
- BM_mesh_calc_tessellation_ex
- BM_mesh_normals_update_ex
Most callers don't need to be aware of this detail by using:
- BKE_editmesh_looptri_and_normals_calc
- BKE_editmesh_looptri_and_normals_calc_with_partial
- EDBM_update also takes advantage of this,
where calling EDBM_update with calc_looptri & calc_normals
enabled uses the faster normal updating logic.
Bypass stored edge-vectors for ~16% performance gains.
While this increases unit-length edge-vector calculations by around ~4x
the overhead of a parallel loop over all edges makes it worthwhile.
Note that caching edge-vectors per-vertex performs better and may be
worth investigating further, although in my tests this increases code
complexity with barley measurable benefits over not using cache at all.
Details about performance and possible optimizations are noted in
bm_vert_calc_normals_impl.
Rename function EDBM_update_generic to EDBM_update, use a parameters
argument for better readability.
Also add calc_normals argument, which will have benefits when
calculating normals and tessellation together is optimized.
For some custom rendering engines it's advantageous not to write the image files to disk.
An example would be a network rendering engine which does it's own image writing.
This feature is only supported when bl_use_postprocess is also disabled, since render
engines can't influence the saving behavior of the sequencer or compositor.
Differential Revision: https://developer.blender.org/D11512
Better to avoid explicit vectors components direct manipulation when a
generic operation for whole vector exists, if nothing else it avoids
potential mistakes in indices.
Those were caused by various tools used on degenerate geometry, see
T79775.
Note that fixes are as low-level as possible, to ensure they cover as
much as possible of unreported issues too.
We still probably have many more of those hidden in BLI_math though.
This commit does two things:
* Disallows creating more than one link from one socket to a multi socket input.
* Properly count links if there happen to be more than one link between the same sockets.
The new link counting should also be more efficient asymptotically.
Differential Revision: https://developer.blender.org/D11570
- The argument with named with an `r_` prefix when it was in fact
also read from.
- The argument passed in had to be 'psys->clmd->hairdata',
if it was not - the function would not worked.
When moving a linked collection, we seem to only receive a depsgraph update
for an empty object so the Blender synchronization cannot discriminate it
and tag the object(s) (light or geometry) for an update through
id_map.set_recalc.
This missing transform update only affects lights since we do not check
manually if the transformations were modified like we do for objects.
To fix this, add a check to see if the transformation is different provided
that a light was already created.
Reviewed By: brecht
Maniphest Tasks: T88515
Differential Revision: https://developer.blender.org/D11574
This patch improves the positioning of child windows when on monitors
that are arranged vertically (any above any other). When calculating a
window position in Ghost coordinates from GL coordinates we were using
monitor height, which can give incorrect values when desktop is taller
than any single monitor. So use desktop height instead.
See D10637 for more details and examples.
Differential Revision: https://developer.blender.org/D10637
Reviewed by Brecht Van Lommel
This patch makes the "Render" window a top-level window, not a child of
the main window, which was the case in blender versions prior to 2.93.
This means it is no longer "on top", nor is the icon grouped on the
taskbar in the same way, but you can Alt-Tab between it and the main
window. This change only affects the Windows platform as the other
platforms behave this way.
See D11576 for links to negative feedback that prompts this change.
Differential Revision: https://developer.blender.org/D11576
Reviewed by Brecht Van Lommel
This moves the flash on mode transfer effect option from the overlays to
an operator property of the mode transfer operator.
- This effect is intended to show the target object when no overlays or
a minimal set of overlays is enabled. Making it part of the whole set of
overlays invalidates this use case.
- The effect is not intended to be configurable per viewport, it should
be a global option.
The effect is still implemented using the overlay engine (instead of a
draw modal callback) due to performance and drawing artifacts. Having it
implemented as an overlay with runtime timer data in the objects makes
also possible to run multiple animations at the same time without any
visual glitches.
Reviewed By: campbellbarton, JulienKaspar
Differential Revision: https://developer.blender.org/D11519
Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).
Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.
Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.
Differential Revision: https://developer.blender.org/D11536
Reviewed by: Bastien Montagne
The operator run when dropping objects would duplicate the dropped object and
place that in the scene, even though that was just appended. Addressed by
making the duplication optional for the operator. If the duplication is not
requested, the object is just added to the scene (if needed), repositioned
based on the drop location and selected (deselecting other objects).
This makes the operator work as expected when using it to drop assets.
Reviewed as part of https://developer.blender.org/D11536.
Reviewed by: Bastien Montagne
Fix segmentation fault that can occur when reordering animation
channels.
Under some specific conditions, the list "act->curves" is empty in the
"join_groups_action_temp" function. In particular, this happens when a
scene contains an action that has not been pushed down, and with no
keyframe in it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11569
While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.
It's probably possible to make this more efficient in some cases
but this is good enough for now.
Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.
Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11578
When using large sequences including audio the drawing of the audio on
top of the strip takes a lot of time. This effects the playback
performance heavily.
During the animation playback performance there was a solution for this
by only drawing the playhead overlay. This was reverted for the sequence
editor as it didn't update the color strips when they were animated.
This patch checks if there are animated color strips if so the full
screen is redrawn, otherwise only the playhead is redrawn.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D11580
One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.
Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.
The benefit is most evident on hardware with fewer cores.
This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Differential Revision: https://developer.blender.org/D11558
This is an adaptation of {D11488}.
A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.
To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.
This proved to be especially beneficial for computers with few cores.
**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)
**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.
These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}
Differential Revision: https://developer.blender.org/D11558
ffmpeg_generic_seek_workaround did work properly and our start pts
calculation was wrong.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11562
Because of the added sanity checks in rB14508ef100c9 (D11492), seeking
in proxies would not work correctly any more. This is because it wasn't
working as intended before, but in most cases this wouldn't be
noticeable. However now when the sanity checks are tripped it is very
noticeable that something is wrong
The indexer tried to use dts values for time stamps when we used pts in
our decode functions to get the time positions. This would make it
start in the wrong GOP frames when searching. Now that we enforce no
crossing of GOP frames when decoding after seek, this would lead to
issues.
Now we correctly use pts (or dts if pts is not available) and thus we
don't have any seeking issues because of time stamp format missmatch.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11561
When sampling ImBuf can be a char or a float buffer. Current sampling
functions added overhead by checking which kind of buffer was passed
every pixel that was sampled. When performing image processing this
check can be removed outside the inner loop adding 5% of performance
increase in the `IMB_transform` operator.
Remap {key Alt I} from `anim.delete_key_v3d` to `anim.delete_key`. This
makes it keyframe removal symmetrical with keyframe insertion ({key I}).
Both the default keymap {key Alt I} and the Industry Compatible keymap
{key Alt S} have been updated.
Reviewed By: sybren, #animation_rigging
Maniphest Tasks: T88068
Differential Revision: https://developer.blender.org/D11528
Inside the sequencer the cropping and transform of images/buffers were
implemented locally. This reduced the optimizations that a compiler
could do and added confusing code styles. This patch adds
`IMB_transform` to reduce the confusion and increases compiler
optimizations as more code can be inlined and we can keep track of
indices inside the inner loop.
This increases end-user performance by 30% when playing back aa video
in VSE.
Reviewed By: ISS, zeddb
Differential Revision: https://developer.blender.org/D11549
This patch changes occurrences of percentage to factor.
There are some usages of percentage left in there on purpose.
They are distinguished as follows:
- factor is 0-1 float
- percentage is 0-100 int
Ref D11361
Reviewed by: sybren, campbellbarton
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11506
When using non-default system separator in filename path, code would end up
with an absolute path mixing regular and alternative separator,
confusing the rest of the path manipulations later on.
So this commit add proper replacements of alternative separators, and
path normalization.
Splitting out thread safe iteration logic means regular iteration
isn't checking for the thread-safe pointer each step.
This gives a small but measurable overall performance gain of 2-3%
when redrawing a high-poly mesh.
Ref D11564
Reviewed By: mont29
This change was prompted by D6408 which moves thumbnail extraction into
a shared function that happens use these endian defines but only links
blenlib.
There is no need for these defines to be associated with globals
so move into their own header.
Allows to define properties which will have proper units displayed
in the interface. The internal storage is expected to be seconds
(which matches how other times are stored in Blender).
Is not immediately used in Blender, but is required for the upcoming
feature in Cycles X (D11526)
The naming does not sound very exciting, but can't think of anything
better either.
For test it probably easiest to define FloatProperty with subdtype
of TIME_ABSOLUTE.
Differential Revision: https://developer.blender.org/D11532
Previously, a vertex from destination mesh would always be added to all
transferred vgroup (with a 0.0 weight), even if none of its matching
sources in source mesh belonged to the matching source vgroups.
Now a destination vertex is only added to a given destination vgroup if
at least one of its source vertices belong to the matching source
vgroup.
Issue found and initial investigation by @pls in D11524, thanks!
Doxygen by default leaves out any functions inside
#ifdef blocks that it thinks are disabled.
This change adds a DOXYGEN symbol, so you can
still get the functions included in the
documentation even if the #ifdef would
have normally excluded them.
before
#if defined(_WIN32)
after
#if defined(_WIN32) || defined(DOXYGEN)
Patch provided by Campbell Barton on chat.
TBBmalloc_proxy already takes care of any allocations
being done from MSVC compiled code, some of the dependencies
like GMP cannot be build with MSVC and we have to use
mingw to build them. mingw however links against the older
msvcrt.dll for its allocation needs, which TBBMallocProxy
does not hook.
GMP has an option to supply your own allocation functions
so we can still manually redirect them to TBBMalloc.
In a test-file with a boolean geometry node, this patch
uses 32s effective CPU time compared to 52s before.
Differential Revision: https://developer.blender.org/D11435
Reviewed by Campbell Barton, Ray Molenkamp
Remove an unnecessary call to pose_slide_mouse_update_percentage
That call was overriding the typed value
Reviewed By: #animation_rigging, Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D11395
Ref D11395
To draw the overlay stats in columns the strings must be measured to
find the longest one. In some circumstances this measurement can be
incorrect. We draw the text with a specific size yet do not explicitly
set the size before calling BLF_size. This patch properly sets the size
so that the measurement will match what will be used for output.
See T88799 for examples of measurement failure.
Differential Revision: https://developer.blender.org/D11504
Reviewed by Hans Goudey
First, expand on the interpolation to evaluated points with a templated
helper function, and a function that takes a GSPan. Next, add a set of
functions to `Spline` for interpolating at arbitrary intervals between
the evaluated points. The code for doing that isn't that complicated
anyway, but it's nice to avoid repeating, and it might make it easier
to unroll the special cases for the first and last points if we require
the index factors to be sorted.
This commit adds a node to output the convex hull of any input geometry
as a mesh, which is an enclosing geometry around a set of points.
All geometry types are supported, besides volumes.
The code supports operating on instances to avoid copying all input
geometry before the operation. The implementation uses the same backend
as the operation in edit mode, but uses Mesh directly instead of BMesh.
Attribute transfer is not supported currently, but would be a point of
improvement for the future if it can work in a predictable way on
different geometry input types.
Differential Revision: https://developer.blender.org/D10925
Note that these changes are limited simple cases as these kinds of
changes could allow for errors when refactoring code when the known
state is not so obvious.
Use BM_iter_parallel for face tessellation, this gives around
6.5x speedup for BM_mesh_calc_tessellation on high poly meshes in my
tests, although exact speedup depends on available cores.
Support thread local storage for BLI_task_parallel_mempool,
as well as support for the reduce and free callbacks.
mempool_iter_threadsafe_* functions have been moved into a private
header thats only shared between task_iterator.c and BLI_mempool.c
so the TLS can be made part of the iterator array without having to
rely on passing in struct offsets.
Add test task.MempoolIterTLS that ensures reduce and free
are working as expected.
Reviewed By: mont29
Ref D11548
Also modified existing utility functions to take
care of the new surface normal interpolation and so on.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11543
While this should not be allowed in general, there are some cases
(library overrides at least) where supporting this is mandatory.
Further more, comment stating that this could crash is from 2011, could
not reproduce any issue with current code. Commit comment was referring
to undo/redo, but in use cases here those should not affect things.
Note that in general, such relatively high-level checks should be
handled by high-level, close to user code (like in ED area e.g.), not in
low-level BKE code anyway.
This patch adds a specific extraction method when the mesh has only
one material. This method is multi-threaded.
There is a trade-off in this patch as the ibo isn't compressed (it adds
restart indexes for hidden faces). So it depends if threading is faster
than the additional GPU buffer upload.
# Subdivided cube
I used a cube subdivided 7 times, modifiers applied. that gives around 400000 faces.
The test is selecting some vertices and move them. During this test the next buffers are updated on each frame:
* vbo.pos_nor
* vbo.lnor
* vbo.edit_data
* ibo.tris
* ibo.points
System info:
|platform| Linux-5.11.0-7614-generic-x86_64-with-glibc2.33|
| renderer| AMD SIENNA_CICHLID (DRM 3.40.0, 5.11.0-7614-generic, LLVM 11.0.1)|
|vendor| AMD|
|version| 4.6 (Core Profile) Mesa 21.0.1|
|cpu| Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz|
|compiler| gcc version 10.3.0|
Timing have been measured using DEBUG_TIME in `draw_cache_extract_mesh`.
master: `rdata 8ms iter 45ms (frame 153ms)`
this patch `rdata 6ms iter 36ms (frame 132ms)`
Reviewed By: mano-wii
Maniphest Tasks: T88352
Differential Revision: https://developer.blender.org/D11290
This commit adds a flag to disable displaying some socket labels which
just redundant eye sores. We still want to have a label, because that
information can potentially be accessed elsewhere in the UI.
The flag is used in a few geometry nodes.
Differential Revision: https://developer.blender.org/D11540
This is an optimization, but the difference is still not that
significant as some extractions are still done in single thread.
**Benchmarking**
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 14.246502 FPS|Average: 15.438118 FPS
||rdata 9ms iter 31ms (frame 69ms)|rdata 9ms iter 27ms (frame 65ms)
|large_mesh_editing_ledge: |Average: 14.913622 FPS|Average: 15.856538 FPS
||rdata 9ms iter 30ms (frame 67ms)|rdata 9ms iter 26ms (frame 63ms)
|looptris_test:|Average: 3.970774 FPS|Average: 4.095200 FPS
||rdata 11ms iter 90ms (frame 235ms)|rdata 12ms iter 87ms (frame 229ms)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11467
A single threaded task with thread data over 8192 bytes would leak.
While this didn't happen in practice, it could cause issues in the
future.
The free call for `task_parallel_iterator_do` wasn't running
if callbacks weren't set, also not an issue in practice but avoids
potential problems in the future too.
Changes introduced in commit rBe9f2f17e8518
can create different render results when there is
a Math or Mix operation after TextureOperation
on tiled execution model.
This is due to WriteBufferOperation forcing a single pixel
resolution when these operations use a preferred
resolution of 0 to check if their inputs have resolution.
Fixing this behaviour creates different renders too.
This patch keeps previous tiled implementation and
adds the new implementation only for full frame execution.
Reviewed By: Jeroen Bakker (jbakker)
Differential Revision: https://developer.blender.org/D11546
In order to reduce stack size this patch converts full frame
recursive methods into iterative.
- No functional changes.
- No performance changes.
- Memory peak may slightly vary depending on the tree because
now breadth-first traversal is used instead of depth-first.
Tests in D11113 have same results except for test1 memory peak:
360MBs instead of 329.50MBs.
Reviewed By: Jeroen Bakker (jbakker)
Differential Revision: https://developer.blender.org/D11515
CMake builder and install deps changes, precompiled libraries are still to be
committed.
Ref T88438, T88434
Differential Revision: https://developer.blender.org/D11486
During transforming an image, a matrix multiplication per pixel was done.
The matrix in itself is always linear so it could be replaced by two additions.
During testing in debug builds playing back a movie went from 20fps to
300 fps.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11533
Talked with Bastien and we ended up looking into this. Issue is that the
dupliation through drag & drop should also be considered a
"sub-process", like Shift+D duplicating does. Added a comment explaining
why this is needed.
Current index builder is designed to be used in a single thread.
This makes all index buffer extractions single threaded.
This patch adds a thread safe solution enabling multithreaded
building of index buffers.
To reduce locking the solution would provide a task/thread local
index buffer builder (called sub builder).
When a thread is finished this thread local index buffer builder
can be joined with the initial index buffer builder.
`GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The
index list is shared between the parent and sub buffer, but the
counters are localized. Ensuring that updating counters would
not need any locking.
`GPU_indexbuf_subbuilder_finish`: merge the information of the
sub builder back to the parent builder. Needs to be invoked outside
the worker thread, or when sure that all worker threads have been
finished. Internal the function is not thread safe.
For testing purposes the extract_points extractor has been migrated to
the new API. Herefore changes to the mesh extractor were needed.
* When creating tasks, the task number of current task is stored in
ExtractTaskData including the total number of tasks.
* Adding two functions in `MeshExtract`.
** `task_init` will initialize the task specific userdata.
** `task_finish` should merge back the task specific userdata back.
* adding task_id parameter to the iteration functions so they can
access the correct task data without any need for locking.
There is no noticeable change in end user performance.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11499
This node creates a boolean face attribute that is "true" for
every face that has the given material.
Differential Revision: https://developer.blender.org/D11324
Selection of an FCurve with box/circle select now selects the entire
curve and all its keys:
- Box selecting a curve selects all the keyframes of the curve.
- Ctrl + box selecting of the curve deselects all the keyframes of the
curve.
- Shift + box selecting of the curve extends the keyframe selection,
adding all the keyframes of the curves that were just selected to the
selection.
- In all cases, if the selection area contains a key, nothing is
performed on the curves themselves (the action only impacts the
selected keys).
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D11181
Some of the primitive nodes can return null in an error condition.
This is confusing mixed with adding a maderial slot in calling
functions. This is the second crash caused by that confusion. It's
simpler to add the slot right when allocating the mesh, and it will
lend itself better to copy & paste coding in the future.
Differential Revision: https://developer.blender.org/D11530
Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
Simplify vertex normal calculation by moving the main normal
accumulation function to operate on vertices instead of faces.
Using faces had the down side that it needed to zero, accumulate and
normalize the vertex normals in 3 separate passes, accumulating also
needed a spin-lock for thread since the face would write it's normal
to all of it's vertices which could be shared with other faces.
Now a single loop over vertices is performed without locking.
This gives 5-6% speedup calculating all normals.
This also simplifies partial updates, fixing a problem where
all connected faces were being read from when calculating normals.
While this could have been resolved separately,
it's simpler to operate on vertices directly.
Move BMesh conversion and all loading code into worker.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11288
ChildWindowFromPoint retrieves the child of the provided window at a
point. In this case it always returns 0 because HWND_DESKTOP is flag
defined as 0, which is never a valid window handle and is not intended
for use in place of a window handle.
Forwarding of mousewheel events was added in adb08def61, and later
modified to the current unworking state in e9645806f5. Sending mouse
wheel events to the window under the cursor is a system preference and
therefore should not be overridden by Blender, therefore the noop code
has been removed.
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Also use Curve as an argument instead of Object, since the object was
only used to retrieve the curve, and the calling code is already working
with curve data.
Some of the comments referenced code that was no longer there, or even
defines that were removed. Other comments were more confusing and
vague than helpful. Also adjust formatting in a few cases.
This patch improves the positioning of the little mnemonic underlines
shown under some hotkey letters in menus, especially when using custom
fonts.
see D11521 for details and examples.
Differential Revision: https://developer.blender.org/D11521
Reviewed by Campbell Barton
This revert went too far, only one line (the minimal version of FFMPEG
for `install_deps.sh` script`) actually needed to be reverted...
Sorry for the noise.
No functional changes as logic elsewhere already ensured this.
This just makes it obvious to anyone reading over the code that
these arguments are keyword only.
FOV was expanded to cover the shifting range,
rather than to precisely cut at the image border. Now fixed.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11523
Moving the bounds code to the builder can be useful
for future optimizations like building multithreaded.
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D11455
Small bug that's causing edge count to be incorrect in
final culled list, just being offset exactly 1 entry.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11513
This field was used for extend feature to get handle position of
metastrip children. Since D9972 extend feature works only on meta
strip itself, not it's children.
So `SEQ_transform_get_left_handle_frame()` second argument is always
false and can be removed.
Another instance of `seq->tmp usage` is hack to distinguish strips to be
shuffled, which is not covered by this patch.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10321
Use bounding box tests quickly tell that two components cannot
have a containment relation between each other. This change
cut about 0.6s off a test with 25 big icospheres.
Add a call to orthogonalize the matrix before processing for the
same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.
Since the constraint goes through Euler decomposition, it would
in fact remove shear even before this change, but the resulting
rotation won't make much sense.
This change allows using the constraint without any enabled limits
purely for the purpose of efficiently removing shear.
Differential Revision: https://developer.blender.org/D9626
Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.
Ref D9626
Fixed the logic for seeking in ffmpeg video files.
The main fix is that we now apply a small offset in ffmpeg_get_seek_pos
to make sure we don't get the frame in front of the seek position when
seeking backward.
The rest of the changes is general cleanup and untangling code.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11492
Due to the way we ship the CRT on windows TBB's
malloc proxy was unable to attach it self to
the memory management functions on windows 10.
This change moves ucrtbase.dll out of the blender.crt
folder and back into the main blender folder to side
step some undesirable behaviour on win10 making TBB
once more able to attach it self.
Having this work again, should give a speed
boost in memory allocation heavy workloads
such as mantaflow.
For details on how this only failed on Win10
see T88813
This patch exposes functionality for performing partial mesh updates
for normal calculation and face tessellation while transforming a mesh.
The partial update data only needs to be generated once,
afterwards the cached connectivity information can be reused
(with the exception of changing proportional editing radius).
Currently this is only used for transform, in the future it could be
used for other operators as well as the transform panel.
The best-case overall speedup while transforming geometry is about
1.45x since the time to update a small number of normals and faces is
negligible.
For an additional speedup partial face tessellation is multi-threaded,
this gives ~15x speedup on my system (timing tessellation alone).
Exact results depend on the number of CPU cores available.
Ref D11494
Reviewed By: mano-wii
Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
rB847579b42250 updated the TBB build script
which had some unintended consequences for
windows as the directory layout slightly
changed.
This change adjusts the builder to the new
structure, there are no version/functional
changes.
When changing to another texture paint slot, the texture displayed in
the viewport should change accordingly (as well as the image displayed
in the Image Editor).
The procedure to find the texture to display in the viewport
(BKE_texpaint_slot_material_find_node) could fail
though because it assumed iterating nodes would always happen in the
same order (it was index based). This is not the case though, nodes can
get sorted differently based on selection (see ED_node_sort).
Now check the actual image being referenced in the paint slot for
comparison.
ref T88788 (probably enough to call this a fix, the other issue(s)
mentioned in the report are more likely a feature request)
Reviewed By: mano-wii
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11496
The (tracking) camera presets have not been updated in the last 7 or
more years, so they are very outdated. I found it pointless to have a
few specific camera models in the list and instead add the most commonly
used sensor sizes/film sizes. This way the list is shorter, easier to
maintain/becomes later outdated, and is more user friendly for most people
who don't own any of the specific cameras. I added the Crop Factor to the
Beginning of the name, so it gets sortet in the correct order and presets
are easier to find based on the size.
Reviewed By: #render_cycles, #motion_tracking, brecht, sergey
Differential Revision: https://developer.blender.org/D10739
These were only showing in the Properties Editor, but there is no reason
to have the panels be different in the sidebar (they should not show in
the top bar though).
agreed upon by both @anoniov and @mendio
ref T88787
So far, linked IDs were not properly sorted at all, only the ones
explicitely linked from WM code would be, but any indirectly linked
data-blocks would end up in some random order in their lists.
While not ideal, this is not a huge issue in itself, but it had bad
side-effects, e.g. causing (recursive) resync of overrides to happen in
random order, leading to mismatches between name indices of newly-generated
override IDs and the one existings e.g.
And in general, it is much better to be consistent here.
Note that the file sub-version is bumped for this commit, since some
sorting (the directly linked IDs which we keep a reference to) should
never need to be re-done after relevant doversion process.
This commit adds a node that outputs the total length of all
evalauted curve splines in a geometry set as a float value.
Differential Revision: https://developer.blender.org/D11459
This commit implements support for deleting curve data in the geometry
delete node. Spline domain and point domain attributes are supported.
Differential Revision: https://developer.blender.org/D11464
This implements T87633
This overlay renders a flash animation on the target object when
transfering the mode to it using the mode transfer operator.
This provides visual feedback when switching between objects without
extra overlays that affect the general color and lighting in the scene.
Differences with the design task:
- This uses just a fade out animation instead of a fade in/out animation.
The code is ready for fade in/out, but as the rest of the overlays
(face sets, masks...) change instantly without animation, having a fade
in/out effect gives the impression that the object flashes twice (once
for the face sets, twice for the peak alpha of the flash animation).
- The rendering uses a flat color without fresnel for now, but this can
be improved in the future to make it look more like the shader in the
prototype.
- Not enabled by default (can be enabled in the overlays panel), maybe
the defaults can change for 3.0 to disable fade inactive and enable this
instead.
Reviewed By: jbakker, JulienKaspar
Differential Revision: https://developer.blender.org/D11055
This operator is needed in some cases to update image preview.
In workspaces with smaller timelines this is limiting, because users
need to first check that mouse cursor is in correct place, then press
CTRL+R shortcut.
The Wayland server will not update hidden surfaces. This will block the
main event loop and thus also block updates to visible windows in a multi-
window setup.
Keyboard click-drag events now use the "Drag Threshold".
This resolves a problem where keyboard click drag events
used a much smaller threshold when using a tablet.
In some cases e.g. only objects would actually need resync, so
collections on the override character would not be resynced, and if some
objects were sharing relationships with others those could be
lost/destroyed.
max unneccessarily
Since rB298d5eb66916 [which was needed to update buttons with custom
property range functions correctly], using tab would always clamp
(hardmin/hardmax) properties which were using FLT_MAX / INT_MAX as range
in their property definitions.
The clamping of rB298d5eb66916 was copied over from rB9b7f44ceb56c
[where it was used for the softmin/softmax], and while the re-evaluation
of hardmin/hardmax is needed for custom property range functions, the
clamping should actually not take place.
There are many properties using FLT_MAX / INT_MAX etc. and while it
probably would be good to update these with ranges that make more sense
-- not using FLT_MAX / INT_MAX would not have done the clamping here --
there should not be an arbitrary limit to these and they should stay as
they are.
Maniphest Tasks: T88762
Differential Revision: https://developer.blender.org/D11473
Ensure 'virtual' linked override IDs generated by the recursive resync
process are tagged as indirectly linked data.
This is needed to avoid the 'missing data' messages on those virtual
data-blocks after saving and reloading.
`BKE_main_collections_parent_relations_rebuild`,
`BKE_collection_parent_relations_rebuild` anf their internal
dependencies had two issues fixed by this commit:
* Main one was that a same collection could be processed several times,
sometimes even in an infinite loop (in some rare corner cases), by
`collection_parents_rebuild_recursive`.
* More exotic, code here would not ensure that the collections it was
processing were actually in Main (or a master one from a scene in
Main), which became an issue with some advanced ID management
processes involving partially out-of-main remapping, like liboverride
resync.
Use SEQ_time_strip_intersects_frame function to test if strip intersects with frame.
Note: There are cases where this function should not be used. For example splitting
strips require at least 1 frame "inside" strip. Another example is drawing, where
playhead technically doesn't intersect strip, but it is rendered, because current
frame has "duration" or "thickness" of 1 frame.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11320
Remove unused flag `SEQ_DUPE_ANIM` and code used by this flag.
Remove flag `SEQ_DUPE_CONTEXT` and refactor code, to split operator
logic from duplication code.
Reduce indentation level in for loop.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11318
Images with 4:2:2 and 4:4:4 chroma subsampling were blurred when
`SWS_FAST_BILINEAR` interpolation is set for `anim->img_convert_ctx`.
Use `SWS_BILINEAR` interpolation for all movies, as performance is
not impacted by this change.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11457
Changes in rBce649c73446e, affected established proxy codec preset.
Presets were not working and all presets were similar to `veryfast`.
Tunes are now working too, so `fastdecode` tune can be used. I have
measured little improvement, but I tested this only on 2 machines and
I have been informed that `fastdecode` tune does influence decoding
performance for some users.
Change preset from `slow` to `veryfast` and add tune `fastdecode`
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11454
While encoder parameters for lossless encoding are set correctly,
output is not lossless due to pixel format being set to
`AV_PIX_FMT_YUV420P` which is inherently lossy due to chroma subsampling.
This was reported in T61569 and was merged to T57397, but there were
2 bugs - one for encoding and one for decoding.
Set pixel format to `AV_PIX_FMT_YUV444P` when rendering lossless H264
files. This format isn't available in `codec->pix_fmts[0]` and it looks,
that it has to be hard-coded.
Reviewed By: sergey
Differential Revision: D11458
This patch is from erik85, who says:
This patch makes populate_plane inside polymesh_from_trimesh_with_dissolve run in parallel.
On a test file with a boolean between two subdivided cubes (~6 million verts) this gives a 10% speed increase (49.5s to 45s) on my 6 core CPU.
Also there is an optimization of other_tri_if_manifold to skip the contains-call and get the pointer directly.
This reduces CPU time for find_patches from 5s to 2.2s on the same test file.
When there are many components (separate pieces of connected mesh),
a part of the algorithm to determine component containment was slow.
Using a float version of finding the nearest point on a triangle
as a prefilter sped this up enormously. A case of 25 icospheres
subdivided twice goes 11 seconds faster on my Macbook pro with this
change.
This just moves a couple of files in `space_node` to C++ and fixes
related errors.
The goal is to be able to use C++ data structures to simplify the code.
Differential Revision: https://developer.blender.org/D11451
The mesh to curve node generated an empty curve because no edges were
selected. This commit changes that node to not add a curve in that case.
This also changes the curve to mesh node to not add a material when
no mesh was created. Even though we don't expect null curves or meshes
in this case, the change is harmless.
EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
Sometimes is required to reset the thickness or the opacity of the strokes. Actually this was done using a modifier, but this operators solves this.
Reviewed By: mendio, filedescriptor
Maniphest Tasks: T87427
Differential Revision: https://developer.blender.org/D11453
Often you need to copy a spline to do an operation, but don't want
to manually copy over all of the settings. I've already forgotten to
do it once anyway. These functions copy a spline's "settings" into a
new spline, but not the data. I tried to avoid duplicating any copying
so this is easier to extend in the future.
Differential Revision: https://developer.blender.org/D11463
This is due to cam->obmat precision issue,
where it affects view vector precision.
Reviewed by Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11461
Often it would be beneficial to avoid the virtual array implementation
in `geometry_component_curve.cc` that flattens an attribute for every
spline and instead read an attribute separately for every input spline.
This commit implements functions to do that.
The downside is some code duplication-- we now have two places handling
this conversion. However, we can head in this general direction for the
attribute API anyway and support accessing attributes in smaller
contiguous chunks where necessary.
No functional changes in this commit.
Differential Revision: https://developer.blender.org/D11456
Use the D-key to access the view menu instead of the Tilda key,
which isn't accessible on some international layouts.
To resolve the conflicts the following changes have been made.
- `D` (motion) opens the view menu.
- `D` (mouse-button) uses grease-pencil (as it does currently).
- `Tilda` is used to for "Object Mode Transfer" instead of the View menu.
See T88092 for details.
Reviewed By: Severin
Ref D11189
Add a doc-string explaining the purpose of each call back and
how they should be used.
Also add a currently unused callback 'POST_FAIL' that is to be used in
cases the action fails - giving script authors, a guarantee that a
call to `pre` will always have a matching `post/post_fail` call.
- D11422: adds a callback that can use 'post_fail'.
- T88696: proposed these conventions.
This node is similar to the mask modifier, but it deletes the elements
of the geometry corresponding to the selection, which is retrieved as
a boolean attribute. The node currently supports both mesh and point
cloud data. For meshes, which elements are deleted depends on the
domain of the input selection attribute, just like how behavior depends
on the selection mode in mesh edit mode.
In the future this node will support curve data, and ideally volume
data in some way.
Differential Revision: https://developer.blender.org/D10748
Metadata panel was visible in each category. In other editors, this
panel is usually placed in category with other source media properties.
In sequencer, metadata is transfered over while compositing and relation
to particular strip is lost, therefore separate category for metadata
seems to be best option. Since Metadata panel is alone in this category,
it will be open by default.
This commit skips the eager recalculation of mesh normals in the
transform node. Often another deformation or topology-altering
operation will happen after the transform node, which means the
recalculation was redundant anyway.
In one of my test cases this made the node more than 14x faster.
Though depending on the situation the cost of updating the normals
may just be shifted elsewhere.
This was reported for the special case of mapping with "Strand /
Particle" coords, but was not working with other coordinates either.
Dont see a reason for not supporting Size influence textures for these
kinds of particles (and since these types of particles have an "age"
like all others as well, even the "Strand / Particle" coords are
supported here as well)
Maniphest Tasks: T88715
Differential Revision: https://developer.blender.org/D11449
This fixes T88455 by adding an empty material slot to newly
generated meshes. This allows the object to overwrite the
"default" material without any extra nodes. Technically,
all polygons reference the material index 0 already, so it
makes sense to add a material slot for this material index.
Differential Revision: https://developer.blender.org/D11439
Removing scripts that were placed in the source tree that would drive
the old buildbot. With the new buildbot in place these scripts aren't
being used anymore.
The buildbit is currently driven by
`build_files/config/pipeline_config.json`. In the near future make
update would also use this config.
Overview of the new buildbot: https://wiki.blender.org/wiki/Infrastructure/BuildBot
Work done by James Monteath.
`bvhtree_from_mesh_edges_create_tree` can actually leave the BVHTree
NULL (e.g. if no edges are present).
Now dont allocate `BVHTreeFromMesh` on the `SurfaceModifierData` at all
in case the tree would be NULL anyways.
Places like `get_effector_data` check for `SurfaceModifierData`-
>`BVHTreeFromMesh` and dont try to stuff like getting a closest point on
surface, which would crash as soon as BVHNodes would need to be accessed
(from the NULL BVHTree).
Maniphest Tasks: T88658
Differential Revision: https://developer.blender.org/D11443
This commit fixes two different issues:
* In some cases, when an object was added to a sub-collection and used
into a different subcollection, and the root common collection would
not need to be resynced, it would end up creating multiple overrides
of the new object. This was affecting both normal and recursive
resync.
* In recurisve resync case, the barrier code to define what is part or
not of a override group/hierarchy was wrong.
Note that the current solution for the first issue is sub-optimal (it
goes back to the root of the override hierarchy and resync the whole
thing), a better solution is TODO for now.
This function would considere that there was a name conflict even in
case existing ID would be a linked one.
This is only a (symbolic) perforance improvement and logical fix, since
`BKE_id_new_name_validate` would not do that mistake anyway.
This is mandatory for liboverride resync, since this feature may imply
we have to create linked overrides in libraries, and there may be
several copies of those.
This is also a first step to a more general support of IDmanagement-editing
library data.
Note that this commit should have absolutely no effect on current code,
as the only function allowed to check unique names for linked IDs
currently is `BKE_libblock_management_main_add`, which is unused.
This commit also adds some basic testing for `BKE_id_new_name_validate`.
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.
Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).
This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.
FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11113
draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP.
draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure.
draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
This was kept since these blocks are easier to follow.
Remove as the overall result wasn't so readable
(especially with nested ifdef's).
Replace disabled code with comment on the indices used for quads/tris.
2 sided faces aren't supported and will cause problems in many areas
of Blender's code.
Removing (implied) support for faces with fewer than 3 sides
means the total number of triangles is known ahead of time.
This simplifies adding support for multi-threading and partial updates
to an existing tessellation - as the face and loop indices can be used
to access the range of triangles associated with a face.
Also correct outdated comments.
When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
This is from patch D11432 from Erik Abrahamsson. He found that
in some mpq3 functions called frequently from loops, passing in
buffers for termporary mpq3 values can save substantial time.
On my machine, his example in that patch went from 9.48s to 7.50s
for the boolean part of the calculation. On his machine, a running
time went from 17s to 10.3s.
The fseek() function on Windows only accepts a 32-bit long offset
argument. Because of this we have our own version, BLI_fseek(), which
will use 64-bit _fseeki64() on Windows. This patch just replaces some
fseek() calls with BLI_fseek().
Differential Revision: https://developer.blender.org/D11430
Reviewed by Brecht Van Lommel
Now FPS is displayed in the video source for videos to provide easy
access.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11441
bf_bmesh historically always build with the /WX flag
on windows making all warnings errors, somewhere along
the way this has broken for msbuild, ninja still exhibits
the expected behaviour.
The flags are still passed to the target, and I've validated
they are there when the add_library call fires, but they
somehow never make it to the generated msbuild project files.
I suspect this is a cmake bug but I'm seemingly unable
to extract a repro case to file a bug upstream.
Setting the same options target_compile_options seems to work,
I'm not happy about the unexplained nature of the breakage
but this will have to do for now.
This patch replaces / redoes the entire MeshExtractors system.
Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead.
Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading.
This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions.
The type of extraction can be chosen using flags.
This optimized the process by around 34%.
Initial idea and implementation By @mano-wii.
Fine-tuning, cleanup by @atmind.
MASTER:
large_mesh_editing:
- rdata 9ms iter 50ms (frame 155ms)
- Average: 6.462874 FPS
PATCH:
large_mesh_editing:
- rdata 9ms iter 34ms (frame 136ms)
- Average: 7.379491 FPS
Differential Revision: https://developer.blender.org/D11425
For 2.93 we bumped the minimum windows requirement
to windows 8.1, but did not do any clean-up of any
win 8/8.1 API usage we dynamically accessed though
LoadLibrary/GetProcAddress.
This patch bumps _WIN32_WINNT to 0x0603 (win 8.1)
and cleans up any API use that was accessed in a
more convoluted way than necessary
Differential Revision: https://developer.blender.org/D11331
Reviewed by: harley, nicholas_rishel
Use the appropriate notifier, listeners were already doing the rest
properly.
Maniphest Tasks: T88569
Differential Revision: https://developer.blender.org/D11436
Cause is that initializing the cryptomatte session would reset the
current frame of an image sequence. The solution is to always use the
scene current frame so it resets to the correct frame.
This was a todo that wasn't solved after it landed in master.
Needs to be backported to 2.93.
When compositor node tree has a texture node, TextureOperation vector inputs has always {0, 0} resolution instead of having same resolution as TextureOperation which is the expected behaviour for resolutions propagation.
Current TextureOperation determineResolution implementation doesn't determine inputs resolution, breaking propagation of preferred resolution and that's the reason why they are always 0. Setting scene resolution always would mean it is its own resolution and could make sense, but setting it only when preferred resolution is 0, breaks preferred resolution logic affecting other operations as explained in D10972. In any case scene resolution is already the default preferred resolution on viewer and compositor nodes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11381
The issue was two fold. We didn't properly:
1. Initialize the codec default values which would lead to VLC
complaining because of garbage/wrong codec settings.
2.Calculate the time base for the video. FFmpeg would happily accept
this but VLC seems to assume the time base value is at least somewhat
correct and couldn't properly display the frames as the internal time
base was huge. We are talking about 90k ticks (tbn) for one second of
video!
This patch initializes all codecs to use their default values and fixes
the time base calculation so it follows the guidelines from ffmpeg.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11426
Code checking for potential collection loop dependencies can be called
in cases where we cannot guarantee that there is no NULL pointers, so we
need to check those. Was already done for objects.
Reuse loose geometry during selection (and other operations) from
previous calculation. Loose geometry stays the same, but was
recalculated to determine the size of GPU buffers. This patch would
reuse the previous loose geometry when geometry wasn't changed.
Although not the main bottleneck during selection it is measurable.
Master.
`rdata 46ms iter 55ms (frame 410ms)`
This patch.
`rdata 5ms iter 52ms (frame 342ms)`
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11339
This patch from Erik Abrahamsson uses a parallel_for to speed up
the case where the input is not manifold and the "hole_tolerant"
option is set.
In a test case on a 24 core (48 thread) machine, this sped up a
the boolean part on an object with 221k triangles from 12.06s to 0.46s.
Before the FFmpeg commit: github.com/FFmpeg/FFmpeg/commit/1c0885334dda9ee8652e60c586fa2e3674056586
FFmpeg would use deprecated variables to calculate the video fps.
We don't use these deprecated variables anymore, so ensure that the
duration is correct in ffmpeg versions without this fix.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11417
We didn't initialize the scaled proxy frame properly.
This would lead to issues in ffmpeg 4.4 as they are more strict that the API is properly used.
Now we initialize the size and format of the frame.
Based on the task T88006, there are a few simple changes
to make to improve the switch node:
- Change the label to "False" / "True" for clarity
- Change default to geometry, as it's the basic data container in
geometry nodes.
- Change node class to `NODE_CLASS_CONVERTOR`, which was an oversight
in the original patch.
I will add the new socket types (material and texture) in a separate commit.
Thanks to @EitanSomething for the original patch.
Differential Revision: https://developer.blender.org/D11165
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.
The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.
The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.
Differential Revision: https://developer.blender.org/D11265
Not entirely sure why this was not an issue for 16.9
but TBB includes the Windows.h header which by default
will define min and max macro's
These collide with the stl versions in <algorithm>
This patch requests Windows.h not to define the
problematic macro's, resolving the conflict.
When using the operator `ui.copy_data_path_button(full_path=True)` ({key
ctrl shift Alt C} on hover) the copied path does not consider the
library origin. That means that when there is a name clash the data path
is not accurate and refers to the local item instead.
This patch adds the library (if the ID is linked) of the returned string
from RNA_path_full_ID_py.
bpy.data.objects["Cube", "//library.blend"] instead of
bpy.data.objects["Cube"]
note: parsing this happens in
pyrna_prop_collection_subscript_str_lib_pair_ptr
Maniphest Tasks: T88499
Differential Revision: https://developer.blender.org/D11412
A utility that supports passing in actions as command line arguments for
writing reproducible interactions, benchmarking, profiling and testing.
Unlike regular scripts this is able to control model operators usefully.
Typical ways of controlling Blender using this utility are via
operator id's, menu search and explicit events.
Others methods can be added as needed.
See the doc-string for example usage.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
Added missing topbar in VSE.
Also added the Stabilizer options to Topbar for all modes.
Reviewed By: mendio, pepeland
Maniphest Tasks: T86465
Differential Revision: https://developer.blender.org/D11347
We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.
Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.
Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
Oversight in {rB470f17f21c06}.
Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.
Maniphest Tasks: T88625
Differential Revision: https://developer.blender.org/D11413
This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.
Differential Revision: https://developer.blender.org/D11393
blender-laucher.c was not an ideal name for this file
since it's not directly clear it is windows only.
This change renames it to blender_launcher_win32.c
to be more in line with other win32 specific files
we have.
This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`
The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.
Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.
An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.
Differential Revision: https://developer.blender.org/D11351
This patch removes unnecessary calls to `BKE_main_id_tag_all` where the
same job is done by `BKE_main_id_clear_newpoins` on the following line.
Reviewed By: campbellbarton, mont29
Ref D11379
Use array instead of ListBase for line art
bounding area linked triangles and edges.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11302
This is not supposed to happen, but better be safe than sorry, and
assume it is beyond unlikely that someone would use chains of over 10k
linked libraries.
Allows to centralize storage and modification checks in a single place,
avoiding duplication in the synchronization code.
Ideally we would somehow be able to more granularly modify Cycles side
objects. Leaving this for a future decision, because it might be better
to implement it as a graph on the sync side.
Makes it more explicit they operate on shading/light.
Gives room to move more viewport related settings into this class and
cover with specific or generic modification checks.
Such pattern should only be used when it is really needed. Otherwise
just stick to a more regular design, without worrying who is the user
of the class. Otherwise it will be annoying to subclass or unit test.
No need to state that it is a viewport display pass, since the method
is within viewport parameters it is implied that parameters do belong
to the viewport.
Brings this code closer to the Cycles-X branch.
Very stupid mistake in libraries indirect-level building code, was not
skipping 'loop-back' ID pointers.
Note that we also need some level of checks for the case where there
would be an actual dependency loop between libraries, this is not
supposed to be possible, but better be safe than sorry. Will add in next
commit.
An arbitrary size offsets was used in float_array_to_string,
simplify the loop, use exact size limits.
Also rename variables so it's clear which array the length apply to.
Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.
Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.
Building strings using this convention with multiple calls:
ofs += BLI_snprintf(str + ofs, str_len_max - ofs);
.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
A deadlock could happen under certain circumstances when
geometry nodes is used on multiple objects.
Once T88598 is resolved, multi-threading can be enabled again.
Differential Revision: https://developer.blender.org/D11405
While the advantage isn't large,
it's simpler to skip the intermediate link.
Also remove unused next and previous struct members
from MeshUndoStep_Elem.
When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
This commit adds interpolation from the point domain to the spline
domain and the other way around. Before this, spline domain attributes
were basically useless, but now they are quite helpful as a way to use
a shared value in a contiguous group of points.
I implementented a special virtual array for the spline to points
conversion, so that conversion should be close to the ideal performance
level, but there are a few ways we could optimize the point to spline
conversion in the future:
- Use a function virtual array to mix the point values for each spline
on demand.
- Implement a special case for when the input virtual array is one of
the virtual arrays from the spline point attributes. In other words,
decrease curve attribute access overhead.
Differential Revision: https://developer.blender.org/D11376
This patch fixes a long-standing complaint from users:
the console window shortly flashing when they start
blender.
This is done by adding a new executable called
blender-launcher.exe which starts blender.exe while
hiding the console.
Any command line parameters given to blender-launcher
will be passed on to blender.exe so it'll be a drop
in replacement.
Starting blender.exe on its own will still function as
a proper console app so no changes required here for
users that use blender for batch processing.
Notable changes:
Registering blender (-R switch) will now register
blender-launcher as the preferred executable.
This patch updates the installer and updates the
shortcuts to start blender-launcher.exe rather
than blender.exe
Differential Revision: https://developer.blender.org/D11094
Reviewed by: brecht, harley
This reverts commit 8f9599d17e.
Mac seems to have an error with this change.
```
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
ERROR: make: *** [all] Error 2
```
The skin modifier was moving vertices without updating normals for the
connected faces, this happened when smoothing and welding vertices.
Reviewed By: mont29
Ref D11397
Recursive resync means also resyncing overrides that are linked from
other library files into current working file.
Note that this allows to get 'working' files even when their
dependencies are out of sync. However, since linked data is never
written/saved, this has to be re-done every time the working file is
loaded, until said dependencies are updated properly.
NOTE: This is still missing the 'report' side of things, which is part
of a larger task to enhance reports regarding both linking, and
liboverrides (see T88393).
----------
Technical notes:
Implementing this proved to be slightly more challenging than expected,
mainly because one of the key aspects of the feature was never done in
Blender before: manipulating, re-creating linked data.
This ended up moving the whole resync code to use temp IDs out of bmain,
which is better in the long run anyway (and more aligned with what we
generally want to do when manipulating temp ID data). It should also
give a marginal improvement in performances for regular resync.
This commit also had to carefully 'sort' libraries by level of indirect
usage, as we want to resync first the libraries that are the least directly
used, i.e. libraries that are most used by other libraries.
Even though shepkeys are not strictly speaking an embedded data, they
share quiet a few points with those, and from liboverride perspective
they are embedded, so...
While indeally we should only skip refcounting when relevant tag is set,
doing this in remapping code is too risky for now.
Related to previous commit and T88555.
While this is still very fuzzy in current code, this old behavior makes
it close to impossible to efficiently use out-of-main temp data, as it
implies that we'd need to update refcounts everytime we add something
back into BMain (an 'un-refcount' ID usages when removing from BMain).
Now that we have two separate flags/tags for those two different things,
let's not merge them anymore.
Note that this is somewhat on-going process, still needs more checks and
cleanup. Related to T88555.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses tranform feedback.
Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s
Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s
Timings compute shader between 0.000032 and 0.000092s
Future improvements:
* Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.
NOTE: As this is an OpenGL4.3 feature it must always have a fallback.
Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.
This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.
An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10913
This patch adds an option in the Layers > Relations panel called "Disable Masks in Render".
When checked, no masks on this layer are included in the render.
Example:
| {F10087680} | {F10087681} |
See T88202 for why this is needed.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11234
This operator is a common request of animators to convert the transformation (inluding modifiers) of one grease pencil object, into a new object, generating strokes.
Reviewed By: pepeland
Maniphest Tasks: T87424
Differential Revision: https://developer.blender.org/D11014
Calling BKE_nodetree_attribute_hint_add from multiple threads still
was not safe before..
One issue was that context_map embedded its values directly. So
when context_map grows, all NodeUIStorage would move as well.
I could patch around that by using std::unique_ptr in a few places,
but that just becomes too complex for now.
Instead I simplified the locking a bit by adding just locking a mutex
in NodeTreeUIStorage all the time while an attribute hint is added.
Differential Revision: https://developer.blender.org/D11399
When an `AttributeSet` is tagged as modified, which happens after the addition or
removal of an `Attribute` from the set, during the following GeometryManager device
update, we update and repack the kernel data for all attribute types. However, if we
only add or remove a `float` attribute, `float2` or `float3` attributes should not
be repacked for efficiency.
This patch adds some mechanisms to detect which attribute types are modified from
the AttributeSet.
Firstly, this adds an `AttrKernelDataType` to map the data type of the Attribute to
the one used in the kernel as there is no one to one match between the two since e.g.
`Transform` or `float4` data are stored as `float3s` in the kernel.
Then, this replaces the `AttributeSet.modified` boolean with a set of flags to detect
which types have been modified. There is no specific flag type (e.g.
`enum ModifiedType`), rather the flags used derive simply from the
`AttrKernelDataType` enumeration, to keep things synchronized.
The logic to remove an `Attribute` from the `AttributeSet` and tag the latter as modified
is centralized in a new `AttributeSet.remove` method taking an iterator as input.
Lastly, as some attributes like standard normals are not stored in the various
kernel attribute arrays (`DeviceScene::attribute_*`), the modified flags are only
set if the associated standard corresponds to an attribute which will be stored
in the kernel's attribute arrays. This makes it so adding or removing such attributes
does not trigger an unnecessary update of other type-related attributes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11373
Sharing data between duplicated IDs should be restricted to depsgraph
(CoW) cases, not all NO_MAIN ones...
While this was probably not an issue currently, we aim at using more and
more out-of-main IDs for temp data processing.
NOTE: Somewhat related to T88555, and similar issue as the one fixed in
rBdfb963c70df5.
Objects modified by geometry nodes modifiers were not caught as being
"dynamic".
Now add this modifier type to the list of modifiers making them "dynamic"
in the eyes of mantaflow.
(noticed by @sebbas in chat)
Maniphest Tasks: T88531
Differential Revision: https://developer.blender.org/D11389
(regression)
Code was actually checking for shapekeys, but these were not detected
properly (some effects like shape keys are added as virtual modifiers
before the user created modifiers)
Now go over virtual modifiers as well.
Maniphest Tasks: T88566
Differential Revision: https://developer.blender.org/D11388
Bump FFmpeg version to 4.4 to fix a problem where it would write the
wrong frame rate. Their old API was deprecated and Blender moved to the
new one in rB8d6264ea12bfac0912c7249f00af2ac8e3409ed1. The new one
produced files with the wrong frame rate, which was fixed in FFmpeg 4.4.
Manifest Task: T88568
Reviewed By: LazyDodo, zeddb
Differential Revision: https://developer.blender.org/D11392
This option is default off when creating line art objects
because line art seldom use lighting and the normal data
would be all over the place anyway.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11372
This clarifies the data structures for storing edges
for different calculation stages.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11386
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Using displacement runs the shader eval kernel, but since OptiX modules are not loaded when
baking is active, those were not available and therefore failed to launch. This fixes that by falling
back to the CUDA kernels.
Issue is that due to the strange definition of render in grease pencil
(meaning should be rendered similar to rendering). This included normal
viewport rendering in OB_RENDER and OpenGL render in OB_RENDER.
For other rendering modes the overlay vertex opacity would be used. This
patch sets this value to 1 when rendering via a scene strip override.
NOTE: that this isn't a good solution as I expect that users want to use
the opacity of the Grease pencil object. Perhaps the GPencil team has a
better solution for it.
This will update active camera based on the maker for each frame.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11358
Do not allow a window to be created that has a top position that
can obscure all or part of title bar. Right and Left edges can
still be specified slightly outside of monitor bounds, but top
edge must be clamped to monitor top.
see D11371 for more details.
https://developer.blender.org/D11371
Reviewed by Ray Molenkamp
Deduplicates code by introducing a PlaneDirtortBaseOperation for common logic.
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11273
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: JacquesLucke, LazyDodo
Differential Revision: https://developer.blender.org/D11226
When sound strip is above another strip such as movie strip, it prevents
from rendering movie strip.
This bug was introduced in 0b7744f4da. Function `must_render_strip()`
checks if there is any strip with `SEQ_BLEND_REPLACE` blending and
considers this strip as lowest strip in stack. Sound strips do have this
blend mode set, which caused the bug.
Remove all sound strips and muted strips from stack collection before
checking with `must_render_strip()` function
I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.
Differential Revision: https://developer.blender.org/D11350
The wrong matrix function was used and overwrote the custom bone shape
scale instead of reading from it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11330
When creating Win32 windows, the sizes and placements can be out by a
small amount, mostly noticeable near monitor edges. This is because
Windows 10 includes a thin invisible border (typically 7 pixels) when
determining position. Therefore the correct values can sometimes be
just outside the monitor bounds, but we clamp them at those bounds.
This patch fixes this by first clamping the requested values to monitor
bounds, adjusting for window chrome with AdjustWindowRectEx(), and then
using those adjusted values in CreateWindowExW().
see D11314 for more details.
Differential Revision: https://developer.blender.org/D11314
Reviewed by Ray Molenkamp
Accessing data through RNA should never implicitely create it. Objects'
and particles' forcefields and collision settings were doing this.
Note that UI code also had to be tweaked to properly handle `None`
(NULL) cases.
Differential Revision: https://developer.blender.org/D11341
This data (the force fields) are expected to always be there, but they
are currently created on the fly by RNA accessors (typically from UI
draw code), which is extremely wrong way to do it.
Differential Revision: https://developer.blender.org/D11341
This is an initial change to speed up the calculation of the Occlude eraser. In the future, we can add more optimizations, but at least this increase speed.
Intead to check always the 3 points, the check is skipped if it's not required.
Base in a solution by Philipp Oeser.
This is related to T88412
Root of the issue was actually hidden deep in depsgraph itself: it would
not properly update all of its COW IDs using a datablock when depsgraph
decides to evaluate or un-evaluate it.
This would lead to evaluated IDs pointing to either:
- orig IDs when there was an evaluated version of those (annoying bug,
but not a crashing one).
- old address of previously evaluated IDs that no longer exists in the
depsgraph (causing the crash from the report e.g.).
This commit adds an extra step at the end of nodes building, that goes
over all of already existing IDs in the depsgraph to check whether they
do one of the two things above, and tag them for COW update if so.
NOTE: This only affects depsgraph (re-)building, not its evaluation.
This remains consistent with the fact that operations that may change
the depsgraph content (like Collection exclusion etc.) need to trigger a
rebuild.
NOTE: Performances: Worst case scenarii, like (un-)excluding a whole
character collection in a production file, lead to 5% to 10% extra
processing time in depsgraph building. Most of it comming from extra COW
processing (in depsgraph's update in `build_step_finalize`), the detection
loop itself only accounts for 1% to 2% of the whole building time.
Maniphest Tasks: T85752
Differential Revision: https://developer.blender.org/D10907
This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.
Ref T88055.
Differential Revision: https://developer.blender.org/D11325
Share the pointer with the original mesh instead, this matches behavior
of all other objects edit-mode data.
Duplicating the edit-mesh pointer makes updates to edit-mesh require
a COPY_ON_WRITE update, which is currently an expensive operation
(copying the entire mesh).
Notes:
- This change is from 802027f3f8
so the edit-meshes object pointer `BMEditMesh.ob` referenced the COW
version of the object. This pointer has since been removed, so the
copy is no longer needed.
- Having a separate edit-mesh pointer could be used so linked duplicates
could have their own generated meshes. For this to be supported,
many other changes would be needed: see D10920.
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.
Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`
The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.
Differential Revision: https://developer.blender.org/D11329
This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.
Differential Revision: https://developer.blender.org/D11305
This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.
Differential Revision: https://developer.blender.org/D11155
This fixes the `Apply Modifier` and `Visual Geometry to Mesh` operator
when a modifier changed materials on the evaluated geometry.
This is necessary since rB1a81d268a19f2f1402f408ad1dadf92c7a399607.
Differential Revision: https://developer.blender.org/D11303
The old geometry nodes evaluator was quite basic and missed many features.
It was useful to get the geometry nodes project started. However, nowadays
we run into its limitations from time to time.
The new evaluator is more complex, but comes with new capabilities.
The two most important capabilities are that it can now execute nodes in
parallel and it supports lazy evaluation.
The performance improvement by multi-threading depends a lot on the specific
node tree. In our demo files, the speedup is measurable but not huge. This
is mainly because they are bottlenecked by one or two nodes that have to be
executed one after the other (often the Boolean or Attribute Proximity nodes)
or because the bottleneck is multi-threaded already (often openvdb nodes).
Lazy evaluation of inputs is only supported by the Switch node for now.
Previously, geometry nodes would always compute both inputs and then just
discard the one that is not used. Now, only the input that is required
is computed.
For some more details read D11191, T87620 and the in-code documentation.
Differential Revision: https://developer.blender.org/D11191
This feature of `select_side_of_frame` was disabled by removing option
from operator property enum but functional code was never removed.
Add back option to use this feature.
Feature was disabled due to keymap issue. Currently this feature doesn't
have keymap assigned.
Due to misunderstanding of how strip duplication works, animation data
was duplicated on all strips when any strip was split.
`SEQ_sequence_base_dupli_recursive()` duplicated data on strip that was
being split, and `SEQ_ensure_unique_name()` duplicated animation on all
strips.
Only duplication should be done with `SEQ_ensure_unique_name()` and only
on right side split strips, because only these strips are duplicated.
Fix issue described in T87678, which was partially a bug and partially
change in intended(at least as far as I can tell) behaior.
Function `evaluate_seq_frame_gen` that was partially responsible for
filtering strips in stack for rendering wasn't working correctly.
Intended functionality seems to be removing all effect inputs from stack
as it is unlikely that user would want these to be blended in. However
there was logic to exclude effects placed into same input, which because
of weak implementation caused, that any effect input, that is effect as
well will be considered to be part of stack to be blended in.
This bug was apparently used to produce effects like glow over original
image.
Even though this is originally unintended, I have kept this logic, but
I have made it explicit.
Another change is request made in T87678 to make it possible to keep
effect inputs as part of stack when they are placed above the effect,
which would imply that blending is intended. This change is again
explicitly defined.
Whole implementation has been refactored, so logic is consolidated
and code should be as explicit as possible and more readable.
`must_render_strip function` may be still quite hard to read, not sure
if I can make it nicer.
Last change is for remove gaps feature code - it used same rendering
code, which may be reason why its logic was split in first place.
Now it uses sequencer iterator, which will definitely be faster than
original code, but I could have used `LISTBASE_FOREACH` in this case.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11301
Recently `SEQ_sort()` function was split so functionality is provided
on per-seqbase basis. After discussion about this split, it turned out,
that per-seqbase operation is only that should be provided, because
RNA API functions need to be able to access arbitrary seqbase
Remove recently introduced function `seq_sort_seqbase` and change
`SEQ_sort` function to operate on seqbase.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11297
After this commit, all geometry node "init" and "update" functions are
at the top of each file, right below the "layout" function. This means
you can always scroll to the bottom of the file to see the entry point,
and the boring boilerplate code is grouped in one section.
With this patch you will be able to add and remove attributes from curve
data inside of geometry nodes. The following is currently implemented:
* Adding attributes with any data type to splines or spline points.
* Support for working with multiple splines at the same time.
* Interaction with the three builtin point attributes.
* Resampling attributes in the resample node.
The following is not implemented in this patch:
* Joining attributes when joining splines with the join geometry node.
* Domain interpolation between spline and point domains.
* More efficient ways to call attribute operations once per spline.
Differential Revision: https://developer.blender.org/D11251
Textures may be important to be able to identify an object. They are also a way
to make many objects look more like when rendered with an advanced render
engine, without being that expensive.
So this seems like a simple way to increase usefulness of the automatic
previews.
While this function should (currently) not be called on linked ID, there
is no reason to treat those differently than local IDs, for the part
that they have in common: needs to be properly sorted.
`id_sort_by_name` would simply not deal properly with linked IDs, could
lead to mixing IDs from different libraries, and unsorted IDs within the
same library.
Note that while sorting of local IDs is fine, currently sorting of
linked IDs is a total unpredictable failure.
Next commit will fix this, ensuring that linked IDs are grouped by their
library, and properly name-sorted within this library group.
This patch turns off the creation of file thumbnails for files that are
offline and therefore not fully-present on the file system. These types
of files - typically cloud-based or stored on slower backup media -
only have their contents available when actually accessed, at which
point there will be a short delay. If we allow thumbnail creation in
this state then all offline files in a folder will be downloaded just
to view a listing, which can take a long time.
Files in this state will instead get a more generic thumbnail that
still indicates file type (icon in center) and that shows offline state
will a special icon at the bottom-left.
Although this currently only affects Windows users, most of this patch
is platform-agnostic. So other platforms inherit this behavior if they
only add FILE_ATTR_OFFLINE attribute to files in this state.
See D11101 for more information.
Differential Revision: https://developer.blender.org/D11101
Reviewed by Julian Eisel
This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.
The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.
Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.
When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.
The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.
In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.
Differential Revision: https://developer.blender.org/D11236
Splitting of effect strip alone wasn't handled properly. Previously
this resulted in duplicating effect strip, and it was broken at least
from 2.79.
Change in rB8ec6b34b8eb2 was intended to allow splitting strips
individually, so it can be used as RNA API function but also so it
requires as little glue logic as possible.
This is fixed by splitting all dependent strips at once in 2 separate
ListBases for left and right strips. Strips can be finally moved into
original `ListBase`.
With this fix it is still possible to split strips individually with
little glue logic. RNA API function could return list of split strips
as well, currently at least one strip in chain will be provided so
chain can be reconstructed on python side.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10209
Python API function Sequence.move_to_meta() did delete effect chain
when strip with effects was moved.
Use iterator API to query effect strips and move whole chain to meta.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11206
Read and write generated coordinates (also known as "original
coordinates", "reference coordinates", or "orcos") from and to Alembic.
A custom geometry property named "Pref" is used for (hopefully)
interoperability with Maya and Houdini. For now it's only guaranteed for
Blender-to-Blender.
Export: writing generated coordinates is optional (on by default).
Import: generated coordinates are always read whenever the reading of
vertex data is enabled.
Manifest Task: T88081
Copying an ID outside of BMain should not assume that the datablocks it
uses are now directly linked. This would be wrong e.g. in case that new
no-main ID is copied from a linked data-block and is supposed to remain
a linked data.
The BlenderSync will do quite a bit of work on every sync_data() call
even if there is nothing changed in the scene. There will be early
outputs done deeper in the call graph, but this is not really enough to
ensure best performance during viewport navigation.
This change makes it so sync_data() is only used when dependency graph
has any update tags: if something changed in the scene the dependency
graph will know it. If nothing changed there will be no IDs tagged for an
update in the dependency graph.
There are two weak parts in the current change:
- With the persistent data there is a special call to ignore the check
of the dependency graph tags. This is more of a safety, because it is
not immediately clear what the correct state of recalc flags is.
- Deletion of objects is detected indirectly, via tags of scene and
collections.
It might not be bad for the first version of the change.
The test file used: {F10117322}
Simply open the file, start viewport render, and navigate the viewport.
On my computer this avoids 0.2sec spend on data_sync() on every
up[date of viewport navigation.
We can do way more granular updates in the future: for example, avoid
heavy objects sync when it is only camera object which changed. This
will need an extended support from the dependency graph API. Doing
nothing if nothing is changed is something we would want to do anyway.
Differential Revision: https://developer.blender.org/D11279
lookups
We use the schema so that we can access top level attributes as well.
This is already done for polygon meshes and curves, so this only
modifies the behavior for subdivision objects.
Treat a missing <diffuse> the same as a black diffuse color.
The easiest way to see this bug is with a Collada shader like
```
<constant>
<emission>
<color sid="emission">1 0 0 1</color>
</emission>
</constant>
```
The Collada spec says this should be just
```
color = <emission>
```
ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows.
Putting black in the Base Color makes it look red everywhere.
D10939 will also eliminate the much-less-noticeable specular term for this case.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10941
Collada shaders with black <specular> should import with Specular=0.
(A missing <specular> is the same as black.)
The general specular conversion is hard, but this case is common and easy.
Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong>
shaders with black/omitted <specular>. Before this they all looked too "shiny".
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10939
Combining location, rotation and scale channels into a matrix is
a standard task, so while it is easily accomplished by constructing
and multiplying 3 matrices, having a standard utility allows for
more clear code.
The new constructor builds a 4x4 matrix from separate location,
rotation and scale values. Rotation can be represented as a 3x3
Matrix, Quaternion or Euler value, while the other two inputs
are vectors. Unneeded inputs can be replaced with None.
Differential Revision: https://developer.blender.org/D11264
No real functional changes.
When `i` is zero, `filelist_cache_previews_push` was called twice with
the same icon.
This caused the preview to be computed twice when only once is needed.
This patch introduces non linear sliders. That means, that the movement
of the mouse doesn't map linearly to the value of the slider.
The following changes have been made.
- Free logarithmic sliders with maximum range of (`0 <= x < inf`)
- Logarithmic sliders with correct value indication bar.
- Free cubic sliders with maximum range of (`-inf < x < inf`)
- Cubic sliders with correct value indication bar.
Cubic mapping has been added as well, because it's used for brush sizes
in other applications (Krita for e.g.).
To make a slider have a different scale type use following line in RNA:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_LOGARITHMIC);`
or:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_CUBIC);`
Test the precision, step size and soft-min if you change the scale type
of a property as it will feel very different and may need tweaking.
Ref D9074
Since spline data is stored separately for each spline, the data often
needs to be flattened into a separate array. It's helpful to have the
necessarily-sequential part of that split off into a separate method.
I've found myself using functions like these in quite a few places.
Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).
OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.
Main features:
- Abstraction of OpenXR action management functions to GHOST-XR,
WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
(e.g. action set/action name included in error message).
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10942
This code in the geometry set header was not directly related to
geometry sets, it makes more sense in the attribute access header.
This makes it clearer that code for geometry components uses attribute
code, rather than the other way around. It also allows adding more
functionality to `BKE_attribute_access.hh` that depends on these things
without including `BKE_geometry_set.hh` there.
The code incorrectly used the size of the second to last segment rather
than the last segment's size. That was a problem when the last segment
is a vector segment but the second to last isn't.
I also used the opportunity to slightly refactor the control point
offsets cache, making it one longer so it also contains information
about the size of the last segment, simplifying other code.
Now the operators work like other areas of Blender using the list of selected objects.
Also, the name has been changed to:
```Layers:
- Copy Layer to Selected
- Copy All Layers to Selected
Materials:
- Copy Material to Selected
- Copy All Materials to Selected```
Reviewed By: mendio, pablovazquez, pepeland
Differential Revision: https://developer.blender.org/D11216
This module exposes the platform utils defined in the GPU module in C.
This will be useful for porting existing code with `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
This module exposes the capabilities defined in the GPU module in C.
This will be useful for porting existing code in `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
The term direction was used in 3 different ways in screen editing code,
making it hard to follow:
- 0-3 for as magic numbers mapped to [west,north,east,south].
- `h`, `v` characters for [horizontal,vertical] axes.
- Cycle direction SPACE_CONTEXT_CYCLE_PREV, SPACE_CONTEXT_CYCLE_NEXT
The following changes have been made:
- Add `eScreenDir` for [west,north,east,south], use variable name `dir`.
- Add `eScreenAxis` for [horizontal,vertical] values, use variable name
`dir_axis`.
- Add `eScreenCycle` for existing enum `SPACE_CONTEXT_CYCLE_{PREV/NEXT}`.
- Add macros `SCREEN_DIR_IS_VERTICAL(dir)`,
`SCREEN_DIR_IS_HORIZONTAL(dir)`.
Replacing `ELEM(dir, 1, 3)`, `ELEM(dir, 0, 2)`.
- Move `ED_screen_draw_join_highlight`, `ED_screen_draw_split_preview`
to `screen_intern.h`.
Reviewed By: Severin
Ref D11245
- Matches changes in Python 3.x dictionary methods.
- Iterating now raises a run-time error if the property-group changes
size during iteration.
- IDPropertyGroup.iteritems() has been removed.
- IDPropertyGroup View & Iterator types have been added.
- Some set functionality from dict_keys/values/items aren't yet
supported (isdisjoint method and boolean set style operations).
Proposed as part of T85675.
There is a new Texture data-block socket that we can use in Geometry
Nodes now. This commit replaces the texture property of a node and
gives it a texture input socket instead. That increases flexibility.
The texture socket still has some limitations that will be lifted in the
next couple of days (e.g. it's not supported by the switch node and
cannot be exposed the a modifier yet).
Differential Revision: https://developer.blender.org/D11222
This fixes a few "obvious" places where we do unnecessary updates.
Those special cases were added in the early days of geometry nodes
when many updates were missing and we tried to get it to work at all.
There is a fairly high risk that with this change some required updates
will be missing again. Those can be fixed when we find thme.
Some of the update issues might have been fixed by rB58818cba40794905f9323080e60884e090f2d388
and similar changes we added over time.
Differential Revision: https://developer.blender.org/D11238
Improve the "In Betweens" tools:
- Push Pose from Rest Pose
- Relax Pose to Rest Pose
- Push Pose from Breakdown
- Relax Pose to Breakdown
- Pose Breakdowner
These all now use the same new sliding tool:
- Actual visual indication of the blending/pushing percentage applied.
- Mouse wrapping to allow for extrapolation without having to worry
about the initial placement of the mouse. This also means these tools
are actually usable when chosen from the menu.
- Precision mode by holding {key Shift}.
- Snapping to 10% increments by holding {key Ctrl}.
- Overshoot protection; by default the tool doesn't allow overshoot
(lower than 0% or higher than 100%), and it can be enabled by pressing
{key E}.
- Bones are hidden while sliding, so the pose itself can be seen more
clearly. This can be toggled by pressing {key H} while using the tool.
Reviewed By: #animation_rigging, zeddb, sybren, #user_interface, brecht, Severin, looch
Maniphest Tasks: T81836
Differential Revision: https://developer.blender.org/D9054
Sculpting tools are designed to ignore hidden geometry and behave like
hidden geometry does not exist.
When getting the neighbors of a vertex, now this takes into account
hidden geometry to avoid returing neighbors which connected edge is not
visible. This should make corner cases of a lot of tools work properly,
especially when working in low poly meshes when is common to have a
single face loop hidden.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D11007
When using a tool that is not a brush, the previously used brush
preset will still be active in the tool settings, so the cursor will
draw its custom reviews.
This checks if the current active tool is a brush before drawing its
previews. If it is not a brush tools, it draws a default white cursor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9418
This is very similar to rB5613c61275fe6 and rB0061150e4c90d, basically
just exposing a `VMutableArray` method to its generic counterpart. This
is quite important for curve point attributes to avoid a lookup for
every point when there are multiple splines.
An emission texture is currently connected to the Base Color socket. It should connect to the Emission socket, like a constant does.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10990
Heterogeneous lookup is useful when constructing a key in a
map/set is relatively expensive (e.g. `std::string`). When doing
lookups in the map/set, one usually does not want to construct
the type to avoid overhead. Instead, heterogeneous lookup
allows for using a different type (such as `StringRef`) as key.
This change makes it easier to implement heterogeneous
lookup for custom types. Before, one had to specialize
`blender::DefaultHash`. Now, one just has to implement
a `static uint64_t hash_as(value)` on the type itself.
One still has to provide the equality operator in addition
to the hash function of course.
Before, any usage of tbb wrappers used in modifier code would
just fall back to the non-threaded non-tbb version.
We ran into this issue a couple of times in patches.
Sometimes it is useful to find the key that compares equal
to a known key. Typically that happens when the key itself
has additional data attached that is not part of its hash.
Note that the returned key reference/pointer is const, because
the caller must not change the key in a way that changes its
hash or how it compares to other keys.
Unavailable sockets should generally be ignored during evaluation.
They mainly exist because we don't have a better mechanism to turn
some sockets on/off depending on node parameters.
Currently, it is still possible that a link connects an available with an
unavailable socket. This link is not displayed in the ui and should
generally be ignored.
Previously, multiple threads adding information to node ui storage
at the same time resulted in memory corruption. The lock prevents
that, but might potentially become a bottleneck in the future.
For now favour correctness over a potential performance bottleneck.
'Preferences' is the term used elsewhere in Blender so this commit makes
the option more consistent.
In the future, the "default" target could be changed to something more
descriptive.
The new "Close Area" operator can let any neighbor replace the area to
be closed. This patch improves the selection of the best, and most-
aligned, neighbor. It maximizes the ratio of the shared edge lengths,
rather than minimize the absolute amount of misalignment. This follows
our expectations closer because it takes into account the relative
sizes of the areas and their edges.
see D11143 for details and examples.
Differential Revision: https://developer.blender.org/D11143
Reviewed by Campbell Barton
Not allowing external direct access to the vector of splines in the
curve will help for things like reallocating custom data when a spline
is added or removed.
* Set colors for the new texture and material sockets
* Material uses the same color used for shading icons
* Texture uses a plum color desaturated enough to not be confused with Vector's violet
* Image socket adjusted to be closer to Texture sockets but darker
* Integer socket toned down in saturation to not stand out so much
(and be closer to float sockets which are gray)
Making this change now during bcon1 to gather feedback from the community,
and because Geometry Nodes needs to use the new texture/material sockets.
This commit exposes the first spline control point attributes. The
implementation incorporates the attributes into the virtual array
system, providing efficient methods to flatten the data into a
contiguous array and to apply changes from a flattened array. This
is only part of the eventual goal, which includes changes to run
attribute nodes separately for each spline to completely avoid copying.
So far `tilt` and `radius`, the two generic attributes common to
all spline types, are implemented. The more complex `position`
attribute is also added. It requires some special handling for Bezier
splines, where the control point handles need to be moved along with
the control points. To make that work I also added automatic handle
recalculation to the Bezier spline.
Differential Revision: https://developer.blender.org/D11187
The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection sockets, which also
just reference a data block.
This is part of D11222.
When activated in modal, `translate`, `resize`, `rotate`, `shear` and
`edge_rotate_normal` use a different orientation than the set in scene.
This orientation needed to match since some of these modes can be switched
during operation.
The default orientation for these modes was `V3D_ORIENT_VIEW`.
And this changed when finishing the `translate` and `resize` to
`V3D_ORIENT_GLOBAL`.
But this could cause inconsistencies when inputting values from the
keyboard.
The solution now is to change the orientation when you change the mode.
---
Note: Although the user can expect the value entered to reflect the
orientation set in the scene, it would require a lot of changes and would
not be really useful.
Extracts `nlasnapshot_blend_get_inverted_upper_snapshot()` from
`BKE_animsys_nla_remap_keyframe_values()`
This introduces a new struct member:
`NlaEvalChannelSnapshot->remap_domain` and marks which values of
`blended_snapshot` are processed for remapping/used-for-inverting.
Effectively, it marks which values have successfully been remapped and
can be further used for remapping.
`nlasnapshot_blend_get_inverted_upper_snapshot()`:
output snapshot `r_upper_snapshot` has each channel's `remap_domain`
written to which effectively marks the successfully remapped values.
The only reason a value is not in the remap domain is if inversion
failed or it wasn't marked to be remapped.
`..get_inverted_upper_snapshot()` has a variant `nlasnapshot_blend()`
from {D10220}, but this patch doesn't depend on it at all. A third
variant will later be added `..get_inverted_lower_snapshot()`.
Altogether, these three functions allow solving for any of
(lower_snapshot, upper_snapshot, blended_snapshot) given the other two.
The function `..get_inverted_lower_snapshot()` will also similarly
process the remap domain of the blended and lower snapshot.
added assertions within `nlasnapshot_blend()` and
`..get_inverted_upper_snapshot()` to future proof branches dealing with
blendmode and mixmodes. (suggested by sybren)
No user functional changes
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D10222
This turns links red if no implicit conversion can be made between the
from socket and the to socket. For geometry nodes this happens with
object, geometry, collection, and string sockets that are connected to
a different type. The change is simply implementing a callback that is
already implemented for other node tree types.
Differential Revision: https://developer.blender.org/D11229
Add translation/rotation/scale parameters for custom bones shapes. The
new scale is a 3D vector `custom_shape_scale_xyz`, and replaces the
`custom_shape_scale` float.
Reviewed By: #animation_rigging, sybren, zeddb
Differential Revision: https://developer.blender.org/D10974
Previously we had a lot merge conflicts since we always put the most
recently added node at the bottom. By sorting the list we will have
one fewer merge conflict when a node is added in most cases.
Similar to how `GVArray_For_VArray` implements `materialize_impl` to
forward the work to its non-generic virtual array, we can do the same
thing for the mutable version, `GVMutableArray_For_VMutableArray`.
This commit should have no visible changes, since as far as I can tell
the only user of this class does not implement special materialize
methods anyway.
Was giving a warning:
```
BKE_spline.hh:293:35: warning: 'interpolate_to_evaluated_points' overrides a
member function but is not marked 'override' [-Winconsistent-missing-override]
```
These variables and methods should make it easier to loop through buffers elements/pixels. They take into account single element buffers.
Single element buffers can be used for set operations to reduce memory usage.
Usage example: P2078
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11015
This allows extra options (in-front and stroke order) to be shown when adding line art kind of grease pencil object.
Reviewed by: Antonio Vazquez (antoniov)
Diff: https://developer.blender.org/D11130
The last point of the output was at the same location as the
first point of a cyclic spline. The fix is simple, just account for
the cyclic when choosing the sample edge length, and don't
hard code the last sample.
The spline `length` function assumed that the curve always had evaluated
edges. That is clearly false. This commit adds a check to `length` and a
special case for a single point in the curve resample node.
This commit uses two changes to improve the performance of the point
instance node.
**Prevent Reallocations**
At 64 bytes, the transform matrix for every instance is rather large,
so reallocating the vector as it grows can become a performance bottle-
neck. This commit reserves memory for the instances that will be added
to prevent unecessary reallocations as the instance vector grows.
In a test with 4 million instances of 3 objects in a collection, the
node was about 40% faster, from 370ms to 270ms for the node.
**Parallelization**
Currently the instances are added by appending to a vector. By changing
this slightly to fill indices instead, we can parallelize the operation
so that multiple threads can fill data at the same time. Tested on a
Ryzen 3700x, this reduced the runtime from the above 270ms to 44ms
average, bringing the total speedup to ~8x.
Note that displaying the instances in the viewport is still much slower
than the calculations in node, this change doesn't affect that.
This patch refactors the instance component to make use of the earlier
refactoring in rB4599cea15dcf. Now we don't have to build an array of
instance references the size of the point domain, and we can gather the
possible instances only once and use the same vector for all component
types. Generally the node should be a bit faster and use less memory.
The logic is moved around a bit, especially the hashing of the ID
attribute to pick from the instance list, but the result is unchanged.
Differential Revision: https://developer.blender.org/D11203
Those were mostly just left over from previous work on particle nodes.
They solved the problem of keeping a reference to an object over
multiple frames and in a cache. Currently, we do not have this problem
in geometry nodes, so we can also remove this layer of complexity
for now.
We need to always add a single point to the last cyclic segment that
completes the loop, because that includes the starting point of the
evaluated edge. The existing code forgot about that point.
This node generates a naturally parametarized (even length edge) poly
spline version of every spline in the input. There are two modes,
"Count", and "Length". These are similar to the same options for the
line primitive node in end points mode.
I implemented this instead of a "Sample Points" node, because for this
operation it's trivial to keep the result as a curve, which is nice
since it increases flexibility, and because it can make instancing
simpler, i.e. using the transforms of each evaluated point rather than
requiring the construction of a "rotation" attribute.
Differential Revision: https://developer.blender.org/D11173
Now it's possible to append materials of one grease pencil object into another one. The operator allows active material or all materials.
Also, the Layer Copy To Object has been renamed to Layer Append to Object to keep consistency and now allows to append all layers at once.
Small addition inspired by [this tweet](https://twitter.com/Vorundor/status/1390645286624763909) of a user in a situation I also saw myself in the past.
Showing "(Clipped)" next to the view name in the `Text Info` overlay fits well since it's a per-viewport setting.
{F10059921, size=full}
While on Local view:
{F10059925, size=full}
Multiple viewports:
{F10059946, size=full}
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D11193
Avoids having frames with the word "Frame" on top, resulting in less visual noise.
(users were working this around by adding a space as label name).
Differential Revision: D11193
There need to be more cleanup for ffmpeg 4.5 (ffmpeg master branch).
However this now compiles on ffmpeg 4.4 without and deprication
warnings.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D10338
This adds `parallel_for` to the Attribute Curve Map node to improve performance.
Grain size set to 512.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11194
This is the opposite of previous code, which would keep those
'deprecated' overrides arround (often in a dedicated collection), when
they were detected as user-edited.
While this is a safe-ish way to (try to) preserve user-edited data, this
tends to add too much 'trash' data to production scenes, which cleaning
becomes a burden.
Note that user will get warnings in thos cases, and can always choose
not to save the current blend file and go fix the library issue instead.
This iterator design provides means to create simple and flexible API
to query and work with collection of strips. It should be used in cases
when conditions require multiple stages of recursive iteration of all
strips or similar complex scenarios.
Quick API overview:
Basic queries are standalone functions that return SeqCollection
Use SEQ_collection_create() and SEQ_collection_free() to construct
such query functions.
Use these functions to get strips of known conditions, like selected
strips, movie strips, muted strips and so on.
Use SEQ_reference_query() when querying strips with relation to
some reference strip. For example to get its effects, strips that have
same type or use same input file and so on.
These aren't standalone functions because often you need to query strips
relative to each strip in collection.
Use SEQ_collection_expand() to query strips relative to each strip
in collection. These will be merged to original collection.
Use SEQ_collection_merge() to merge 2 collections
To iterate collection elements use macro SEQ_ITERATOR_FOREACH()
This API is quite specific, but I think it is best suited for tasks
that are usualy solved in sequencer codebase.
Old sequencer iterator has been completely removed.
SEQ_ALL_BEGIN and SEQ_ALL_END macros re-use new iterator design.
As initial use for this iterator select_grouped_effect_link()
function has been rewritten. It was not only broken, but also it used
DNA fields to aid iterating strips.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10337
This node has the same functionality as the color and vector curve
mapping nodes in the shader editor. Here is works on every value for
the selected attribute, and it can also output a float value. Other
than that, the implementation is quite straightforward-- almost
completely boilerplate code.
Differential Revision: https://developer.blender.org/D10921
Mode switching passed through when the mode wasn't supported for all
modes except particle edit-mode.
Add a check to ED_object_mode_compat_test to prevent the error message.
When the user hovered over a number input field, pressed Enter and then
typed in '0', confirming the input would always cancel the action. This
is because in this particular case `ui_textedit_begin` is called
instead of `ui_numedit_begin`. This function will not set
`data->startvalue` (leaving it at `0`) which will then trigger the
cancel in `ui_apply_but_NUM` which checks if the input changed (by
comparing the entered value with `data->startvalue`).
The fix makes sure that when `ui_textedit_begin` is called on a number
button, the `data->startvalue` is set correctly like in
`ui_numedit_begin`.
Breaking commit: rBSeb06ccc32462beaacbb114d6d0e450b6fc911047
Note: This also affects pressing tab to move to a new number field and
entering '0'. The fix will also cover this case.
Reviewed By: Severin, #user_interface
Maniphest Tasks: T88058
Differential Revision: https://developer.blender.org/D11168
Export UV maps to Alembic on every frame. This makes the export of UV
maps consistent with mesh normals. In the case of static UV maps it may
cause a slight slowdown (since they're exported on every frame now), but
due to the deduplication performed by the Alembic library, the resulting
files will be the same size anyway.
Thanks to @CodyWinch for providing the solution to the problem, and
writing the original patch D8397.
Differential Revision: https://developer.blender.org/D8397
`SEQ_recursive_apply` and `SEQ_seqbase_recursive_apply` were incorrectly
refactored into `iterator.c` file, but they aren't part and don't use
sequencer iterator.
Functions are moved to `utils.c` file.
The `file.execute` operator would early-exit because the mouse wasn't hovering
the file list. Caused by 4ba9d7d71e.
Although simpler solutions would have been possible, I decided it's better to
split add a new operator for executing based on the mouse (for double-clicking
files), to separate that from the window level execute operator
(`file.execute`). This allows more control and we can get rid of the implicit
assumption that the keymap would call `file.select` on mouse-press, and
`file.execute` on double-click, for the double-click behavior to work. The cost
is that we execute the file selection & activation logic twice on the
double-click, but that shouldn't be an issue at all.
Also removes the `need_active` property from the `file.execute` operator.
That's ancient and wasn't implemented well anyway.
To be clear, reason this fixes the bug is that `file.execute` works entirely
with the `execute()` callback now and doesn't early-exit based on the mouse
position anymore.
Might trigger warnings about the `need_active` property not being found for
custom keymaps. These can be ignored and the property can safely be removed
from the keymap. I don't expect other keymap breakages.
This was caused by the SSR option resetting the accumulation. But the
render passes were only cleared in the init phase. This means that
when SSR was resetting the `taa_render_sample` the actual renderpasses
would still contains 1 sample. This means the renderpasses were always
divided by the wrong number of samples.
The fix is to clear just before accumulation if the sample is 1.
The fact that it works for motion blur is kind of a blessing. This is because
we check `stl->effects->ssr_was_valid_double_buffer` before resetting the
sampling. So this only happens on the first motion step and does not affect
the rest of the rendering.
Differential Revision: https://developer.blender.org/D11033
Match the output to the prefilled bug report script's output.
Make the output file self-contained.
Reviewed By: lichtwerk
Differential Revision: https://developer.blender.org/D11144
This patch makes the spline tilts (interpolated to the evaluated points)
affect the evaluated normals, allowing manual control of the rotation of
each profile in the curve to mesh node.
The method is based on Animation Nodes code, which keeps the data in
direction vector form, and rotates around the tangent vector.
Differential Revision: https://developer.blender.org/D11152
While the method of interpolating based on the curve length at each
evaluated point may be useful in some situations, for now it's best to
be consistent with the existing methods in Blender, so this commit adds
a simple linear-based-on-resolution sampling method to bezier splines.
The special case for the interpolation to the last point was being used
for every point in the last segment, because of the rounding. Instead,
make the function slightly more complicated to properly handle the
correct interolation in the cyclic and non-cyclic cases.
The little chevron tab to open a hidden region wouldn't show up in the
Spreadsheet editor. Cause was an incorrect GPU-scissor usage:
While drawing regions, the scissors should be kept enabled, just the
scissor rectangle should be updated - and afterwards reset to what it
was before.
Internally, when using Fill brush a dilate of the filled area was done, but this was hardcoded to 1 pixel.
In some situations, this was not enough, so now the value is accesible in the UI and can be set with different values.
Also, as this value is more used than `Leak Size`, the new Dilate is on Topbar, and Leak Size has been moved to Advanced panel.
In my previous patch https://developer.blender.org/D10171 some code changing the direction the strokes normal was accidentally included. This patch reverts that back to the original normal calculation.
Reviewed By: #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D11148
Mark NLA/FCurve modifier properties as library-overridable.
It was already allowed to add such modifiers to a library-overridden
object, but then the properties of those modifiers were read-only,
limiting their use.
After copying NLA tracks from one `AnimData` to another, also ensure
that the `AnimData::act_track` and `AnimData::actstrip` pointers are
pointing to the copy rather than the original.
This is a necessary step to allow library overrides on NLA modifiers
without crashing Blender.
The remapping of the pointers is done by looping over the tracks/strips
and comparing pointers. Alternatively, I could update the copy functions
themselves to keep track of those pointers and return them, but IMO that
would produce more spaghetti (they're also used in cases where this
pointer-remapping is not desired).
All changes:
* Include `file.pack_libraries` and `file.unpack_libraries` to the menu
[1].
* Rename "Pack Blender Libraries" → "Pack Linked Libraries" [2].
* Rename "Unpack Blender Libraries" → "Unpack Linked Libraries" [2].
* Rename "Pack All Into .blend" → "Pack Resources" [3]
* Rename "Unpack All Into Files" → "Unpack Resources" [3]
* Rename "☑ Automatically Pack Into .blend" → "☑ Automatically Pack
Resources" [3]
* Rename "Make All Paths Relative" → "Make Paths Relative" [4]
* Rename "Make All Paths Absolute" → "Make Paths Absolute" [4]
* Add separators accordingly
---
[1] - This was never exposed since its original commit rB16411da41e40.
Now that operator not listed in menus don't
show up in the search, this became even more hidden.
[2] - The original name (Pack Blender Library) was not clear enough.
Pose Libraries and Asset Libraries are also technically Blender
libraries.
[3] - The term All was misleading since it didn't include the Linked
Libraries.
[4] - No need to use "All". It is not used in the Report/Find Missing
Files either.
This commit put this in the File > External Data menu.
Differential Revision: https://developer.blender.org/D11109
Text data block were not considered special in the recursive purge
function. So they would get deleted if they had no actual users.
To fix this we instead make text data block use "fake user" so that
addon authors can specify script files that should be removed if nothing
is using it anymore.
Per default, new text object have "fake user" set. So functionality
wise, the user has to explicitly specify that they want the text object
to be purge-able.
Reviewed By: Bastien
Differential Revision: http://developer.blender.org/D10983
The main goal of this refactor is to not store Object/Collection
pointers for every individual instance. Instead instances now
store a handle for the referenced data. The actual Object/Collection
pointers are stored in a new `InstanceReference` class.
This refactor also allows for some better optimizations further down
the line, because one does not have to search through all instances
anymore to find what data is instanced.
Furthermore, this refactor makes it easier to support instancing
`GeometrySet` or any other data that has to be owned by the
`InstancesComponent`.
Differential Revision: https://developer.blender.org/D11125
This patch adds initial curve support to geometry nodes. Currently
there is only one node available, the "Curve to Mesh" node, T87428.
However, the aim of the changes here is larger than just supporting
curve data in nodes-- it also uses the opportunity to add better spline
data structures, intended to replace the existing curve evaluation code.
The curve code in Blender is quite old, and it's generally regarded as
some of the messiest, hardest-to-understand code as well. The classes
in `BKE_spline.hh` aim to be faster, more extensible, and much more
easily understandable. Further explanation can be found in comments in
that file.
Initial builtin spline attributes are supported-- reading and writing
from the `cyclic` and `resolution` attributes works with any of the
attribute nodes. Also, only Z-up normal calculation is implemented
at the moment, and tilts do not apply yet.
**Limitations**
- For now, you must bring curves into the node tree with an "Object
Info" node. Changes to the curve modifier stack will come later.
- Converting to a mesh is necessary to visualize the curve data.
Further progress can be tracked in: T87245
Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes
Differential Revision: https://developer.blender.org/D11091
Using scene frame 1 is not reliable in cases when there is a
frame offset is involved. Using frame 1 seems more reliable,
although might still fail under certain circumstances.
More reliable fix would require a deeper change in the data
structure and the logic about frame loading and size detection.
The issue was caused by frame start/offset change triggering clip
reload, which was happening with a hardcoded scene frame index of 1,
which could be outside of the actual clip frames.
Solved by removing source change tag from the frame start/offset
update. The source doesn't really change: the resolution will stay
the same, as well as media type, its duration. So the tag was not
needed.
This precomputes vertex normals in the procedural and caches them in case none
are found in the archive. This only applies to polygon meshes, as subdivision
meshes are yet to be subdivided, so it is useless to do this computation.
The goal here is to speed up data updates between frames, as computing normals
shows up in profiles even for large objects. This saves around 16% of update time
for a production file.
This splits the data reading logic from the AlembicObject class and moves it to
separate files to better enforce a separation of concern. The goal was to simplify
and improve the logic to read data from an Alembic archive.
Since the procedural loads data for the entire animation, this requires looping
over the frame range and looking up data for each frame. Previously those loops
would be duplicated over the entire code causing divergences in how we might
skip or deduplicate data across frames (if only some data change over time and
not other on the same object, e.g. vertices and triangles might not have the
same animation times), and therefore, bugs.
Now, we only use a single function with callback to loop over the geometry data
for each requested frame, and another one to loop over attributes. Given how
attributes are accessed it is a bit tricky to simplify further and only use a
ingle function, however, this is left as a further improvement as it is not
impossible.
To read the data, we now use a set of structures to hold which data to read.
Those structures might seem redundant with the Alembic schemas as they are
somewhat a copy of the schemas' structures, however they will allow us in the
long run to treat the data of one object type as the data of another object
type (e.g. to ignore subdivision, or only loading the vertices as point clouds).
For attributes, this new system allows us to read arbitrary attributes, although
with some limitations still:
* only subdivision and polygon meshes are supported due to lack of examples for
curve data;
* some data types might be missing: we support float, float2, float3, booleans,
normals, uvs, rgb, and rbga at the moment, other types can be trivially added
* some attribute scopes (or domains) are not handled, again, due to lack of example
files
* color types are always interpreted as vertex colors
This commit significantly speeds up many of the attribute nodes when
multiple threads are available in linear situations when parallelism
cannot be achieved elsewhere.
See the differential for a table of timing comparisons tested on a
Ryzen 3700x. For an attribute with 4 million elements, the nodes were
about 3 to 9 times faster.
The changes are not exhaustive, other nodes could still be parallelized
in the future. Also, it would be possible to further optimize the grain
size in `parallel_for`, but I'd rather make sure it isn't too small.
I tested some different values, but also relied on intuition--
increasing grain size for less complex operations and vice versa.
Differential Revision: https://developer.blender.org/D11139
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.
To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.
This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.
This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.
This is not currently used, but will be in the next commit.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10965
Object orientation for thumbnail creation changed to be slightly
oblique (tilted to one side and from above) to better show shape,
especially when axis-aligned. Camera lens changed to 85 to avoid
distortion of close objects like human heads.
see D9940 for details and examples.
Differential Revision: https://developer.blender.org/D9940
Reviewed by Julian Eisel
While it was technically safe to call Map.remove while iterating over
a map, it wasn't really designed to work. Also it wasn't very efficient,
because to remove the element, the map would have to search it
again. Now it is possible to remove an element given an iterator
into the map. It is safe to remove the element while iterating over
the map. Obviously, the removed element must not be accessed
anymore after it has been removed.
This commit adds a new API tha allow to replace the bgl API in the exemples on:
https://docs.blender.org/api/current/gpu.html
**Overview (New API):**
```
gpu.state: active_framebuffer_get
GPUFramebuffer: read_color
GPUOffscreen: texture_color
```
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11031
Instead of creating different python wrappers for the same GPU object,
return the same `PyObject` created earlier.
This also allows for more secure access to existing GPU objects.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11044
Currently there is an "Auto" option for the domain, this commit adds a
similar option for "Auto" data type, that uses the data type from the
target attribute or the source attribute (in that order).
Ref T87347
Differential Revision: https://developer.blender.org/D10932
Rename BKE_object_runtime_free -> BKE_object_runtime_free_data,
since the runtime pointer is part of the object, only the data is freed.
Leave the data cleared to avoid accidental use,
this is in keeping with other `*_free_data()` functions.
If no other object was selected while dragging one in (e.g. from the Outliner
or an object asset from the Asset Browser), all visible objects in the active
view layer would get selected.
Issue was caused by a wrong enum type use.
Mistake in bcdba7c34d.
This adds two new methods:
* `clear` just removes all keys from the vector set.
* `index_of_or_add` returns the index of a key and adds it if has not
been added before.
While fa7ddd0f43 fixed the reported issue,
the possibility of reusing runtime data during curve-to-mesh conversion
remained. Instead of treating the bounding-box as a special case,
clear all run-time data for temporary objects.
Ref D11026
Reviewed By: sergey
The term `verify` doesn't fit with what this function does
and is sometimes used to check data is valid or to control validity
checking as with `RNA_define_verify_sdna`.
use more common term `ensure`.
This adds a callback to bNodeTreeType to check which socket types are
valid for the tree type. Function has been implemented for the normal
tree types, and can be implemented for custom node trees with python,
by adding a `classmethod` to the tree. However, only builtin socket
types are supported.
This is relevant for T87049, but it also has the advantage that it is
now clear which node trees support which sockets. Previously this
was assumed to be known by all developers.
Differential Revision: https://developer.blender.org/D10938
This is just linear interpolation, but it's nice to have an equivalent
to `mix3` for only two values. It will be used for interpolation of
values between bezier spline control points.
Currently when you try to convert a Text-object to Grease pencil from the Object-menu or via the operator in some other way, the Text-object is only converted to a Curve.
This commit converts that curve to a Grease pencil object.
Differential Revision: https://developer.blender.org/D11117
This patch adds a threshold value to the glow effect in color mode.
Currently, the threshold is hardcoded to 5%.
You can select a color and specify a higher threshold to include
similar colors in the effect.
Note: depends on D10670
Reviewed By: #grease_pencil, pepeland
Differential Revision: https://developer.blender.org/D10672
This patch adds the Randomize options that exist in the Array modifier to the offset modifier.
Currently the patch uses
```
BLI_findindex(&gpf->strokes, gps);
```
to get the index of the current stroke for making each stroke a different seed value. This is how the noise modifier also gets the stroke seed value and it is noted there as well that this method is slow, and should be fixed in the future with another method of getting the stroke index.
Other methods were explored such as using the total number of points of the stroke, but that makes the randomize options incompatible with other modifiers before it such as Multiple Strokes, Array, Build, and Simplify.
{F9591325}
Differential Revision: https://developer.blender.org/D10171
Creating a shallow copy is sometimes useful to get a unique ptr
for a virtual array when one only has a reference. It shouldn't
be used usually, but sometimes its the fastest way to do correct
ownership handling.
When renaming a data-block that is an asset, while the asset is visible in the
Asset Browser ("Current File" asset library), the list wouldn't re-sort items,
breaking the alphabetical sorting.
This was easily possible while changing the data-block name throught the Asset
Browser's sidebar, while in the "Current File" asset library.
Sometimes functions expect a span instead of a virtual array.
If the virtual array is a span internally already, great. But if it is
not (e.g. the position attribute on a mesh), the elements have
to be copied over to a span.
This patch makes the copying process more efficient by giving
the compiler more opportunity for optimization.
Instead to create only the Blank object, now a new Layer and a simple material is added.
This is a common request of artists.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D11110
In some cases functions were defined with arguments of different array
lengths in headers vs. implementations. This commit fixes some of the
cases I ran into, but probably not all of them.
This patch allows you to dynamically control stroke's opacity and thickness using an object for distance reference in the modifier. Fading range is adjustable, and it is compatible with current curve/vertex group selection.
Reviewed By: #grease_pencil, antoniov, mendio
Maniphest Tasks: T82177, T80194
Differential Revision: https://developer.blender.org/D9091
Fix for the Arc commands (A/a) to successfully parse the 4th and 5th arguments.
Fix for floats without a specified integer part, like `.123`
File for testing:
{F10042021}
Reviewed By: filedescriptor
Differential Revision: https://developer.blender.org/D11099
Mostly the interesting information about the instances IDs whether they
are -1 or not, but it's still worth displaying them in the editor.
In the future when we can hide or show colums, we could decide to hide
this one by default.
Differential Revision: https://developer.blender.org/D11104
WorkScheduler task model deletes work packages after executing them. The other models don't do so. All models should handle packages the same way.
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11102
These settings are used though for these strokes (see
'paint_stroke_use_dash'), should be visible in the UI as well.
This was correctly added when dashing was introduced in rB15f82278d5d4
btw., but then messed up in rBfb74dcc5d69d.
Maniphest Tasks: T87816
Differential Revision: https://developer.blender.org/D11096
This is a first step towards T87620.
It should not have any functional changes.
Goals of this refactor:
* Move the evaluator out of `MOD_nodes.cc`. That makes it easier to
improve it in isolation.
* Extract core input/out parameter management out of `GeoNodeExecParams`.
Managing this is the responsibility of the evaluator. This separation of
concerns will be useful once we have lazy evaluation of certain inputs/outputs.
Differential Revision: https://developer.blender.org/D11085
This is a first version of an Attribute Transfer node. It only supports two
modes for mapping attributes from one geometry to another for now.
More options are planned for the future.
Ref T87421.
Differential Revision: https://developer.blender.org/D11037
This is a change split from the geometry nodes curves branch. Since
curve object modifier evaluation happens in this file, moving it to C++
will be quite helpful to support the `GeometrySet` type. Other than
that, the code in the branch intends to replace a fair amount of this
file anyway, so I don't plan to do any further cleanup here.
Differential Revision: https://developer.blender.org/D11078
This allows us to remove a callback from the modifier type info struct.
In the future the these modifiers might just be replaced by nodes
internally anyway, but in the meantime it's nice to unify the handling
of evaluated geometry a bit.
Differential Revision: https://developer.blender.org/D11080
The Outliner was doing a full rebuild of its tree in response to transform
notifiers. I don't see any reason for this, a simple redraw without rebuilding
should be just fine.
The same optimization could be done for other object notifiers, but I'll check
on them separately.
Correction to Prefs tooltip mention of 'add-ons' folder in Scripts Dir.
Differential Revision: https://developer.blender.org/D11064
Reviewed by Harley Acheson
Removing mid-operation area re-targeting for safety and predictability.
Differential Revision: https://developer.blender.org/D11066
Reviewed by Campbell Barton
Calculation of bounding rect for multi-input socket was wrong.
Reviewer: Hans Goudey (HooglyBoogly)
Differential Revision: https://developer.blender.org/D11077
This is convenient because having a uniform interface is nice, and
because of the similarity to "last".
Differential Revision: https://developer.blender.org/D11076
This reverts commit 9cce18a585.
rB9cce18a5858c broke the build in unforeseen ways, not easily fixable.
revert for now, so master will at least build again.
Reset the active strip offset and scale, in the "Set Render Size"
operator (`SEQUENCER_OT_rendersize`). This ensures that the active strip
will actually fit the new render size, which is what the operator is
intended to achieve.
If saving a file using CloseSave dialog, do not close if there is an error doing so, like if read-only.
Differential Revision: https://developer.blender.org/D10722
Reviewed by Julian Eisel
The grid plane was drawn too big on retina displays compared to other screens,
because the factor was multiplied by the native pixel-size, which is 2 for
Retina displays.
Makes the functions (introduced in 557b3d2762) follow existing naming
conventions for the API.
Changes:
`bpy.types.ID.mark_asset` to `bpy.types.ID.asset_mark`
`bpy.types.ID.clear_asset` to `bpy.types.ID.asset_clear`
When the user entered a driver expression like `#frame` into a number
field, Blender would crash sometime after. This is because
e1a9ba94c5 did not handle this case properly and ignored the fact
that the user can enter text into the field.
The fix makes sure that we only cancel if the value is a *number* equal
to the previous value in the field.
Note that this could also be handled by `ui_but_string_set` which would
be a bit nicer potentially. However, I was unable to find a clean way of
passing `data->startvalue` into that function. `uiHandleButtonData` is
only known locally inside `interface_handlers.c`.
Reviewed By: Severin
Maniphest Tasks: T87688
Differential Revision: https://developer.blender.org/D11049
Previously we always had to set attribute values after creating
the attribute. This patch adds an initializer argument to
`attribute_try_create` which can fill it in a few ways, which
are explained in code comments.
This fixes T87597.
Differential Revision: https://developer.blender.org/D11045
Because we use virtual classes (and for other reasons), we had to do a
small allocation when simply retrieving the data type and domain of an
existing attribute. This happened quite a lot actually-- to determine
these values for result attributes.
This patch adds a simple function to retrieve this meta data without
building the virtual array. This should lower the overhead of every
attribute node, though the difference probably won't be noticible
unless a tree has very many nodes.
Differential Revision: https://developer.blender.org/D11047
Add a keying set that includes location, rotation, scale, and custom
properties.
The keying set is intentionally not based on the "Whole Character"
keying set. Instead, it is generic enough to be used in both object and
pose animation, making it possible to quickly switch between animating
characters and props without switching keying sets.
This is, according to @rikkert, what the Blender Studio animators need
99.9% of the time.
Was showing a simple confirm dialog, even if the file didn't contain
unsaved changes. The confirm dialog would also show up when choosing
"Restore Last Session" from the splash screen right after startup, which
is weird.
Instead show the proper file closing dialog that allows saving, but only
if there are actually unsaved changes.
The UV factor of the last point of a cyclic stroke was using the factor of
the first point leading to unwanted scaling artifacts.
The fix sets the uv factor of the last point to the currect value (last UV
factor + length between last and first point).
Reviewed By: antoniov, fclem
Maniphest Tasks: T86968
Differential Revision: https://developer.blender.org/D10850
Adds `mark_asset()` and `clear_asset()` to ID data-blocks, e.g.
`bpy.context.active_object.mark_asset()`. They essentially do the same as the
mark and clear asset operators.
Scripts are generally discouraged from using operators where possible, but we
need to provide API functions to use instead. In this case it means scripts
don't have to override context to pass an ID to the operator.
Move code common to the Whole Character keying sets ("Whole Character" and
"Whole Character (Selected Bones Only)" into a mix-in class. This avoids
the need to use direct assignments like
`poll = BUILTIN_KSI_WholeCharacter.poll`.
No functional changes.
Dragging a number button, then holding the value and pressing escape
would not reset the value correctly.
This was because eb06ccc324 assumed that `data->value` and
`data->startvalue` were set during dragging which they are not.
The fix moves the if statement into the section where we check if a
number was entered (number edit) making sure that we only cancel
if the button was in "string enter" mode and that the value entered
was the same as before.
Reviewed By: HooglyBoogly, Severin
Maniphest Tasks: T87637
Differential Revision: https://developer.blender.org/D11021
Increase range of internal flags & order UI_SEARCH_FILTER_NO_MATCH
within this range, so public button flags aren't accidentally added
that overlap with internal flags.
Python scripts can now define the reason it's poll function fails using:
`Operator.poll_message_set(message, ...)`
This supports both regular text as well as delaying message creation
using a callback which should be used in situations where constructing
detailed messages is too much overhead for a poll function.
Ref D11001
For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
Previously, clicking into a number field, changing nothing and then
clicking outside the field again would trigger an update (RNA prop
would be set to the same value again). This could potentially cause
an expensive operation (like a modifer) to run again, even if all the
parameters were identical.
The fix prevents this by treating unchanging values in the field as a
cancel operation.
Reviewed By: Severin
Maniphest Tasks: T87448
Differential Revision: https://developer.blender.org/D10976
This is a first iteration of a switch node. It can only switch between
two inputs values based on a boolean. A more sophisticated switch
node that has an integer selector will probably come later.
Currently, the geometry nodes evaluator does not support lazy evaluation
of individual inputs. Therefore, all inputs will be computed currently.
An improvement to the evaluator will be worked on separately.
Ref: T85374
Differential Revision: https://developer.blender.org/D10460
The previous code had unclear hacks to avoid updating while transforming,
it was also duplicated in two functions causing an inconsistent
initialization of the looptris bvhtree (which could even generate
unpredictable snapping results).
Now, detection update and inicializatiom of common members are contained in
`snap_object_data_mesh_get` and `snap_object_data_editmesh_get`.
Also, the "Hack to avoid updating while transforming" is more evident.
This method is similar to `std::vector::emblace_back` in that it constructs
the new object inplace in the vector, removing the need for a move.
The `_as` suffix is consistent with similar behavior in Map and Set data structures.
It is important to limit the pixels read on `BLI_array_iter_spiral_square`.
Fortunately `ED_view3d_depth_read_cached` was not being called with a
`margin` parameter.
Wrong logic introduced in rB44c76e4ce310.
This allows us to build more complex values in-place in the map.
Before those values had to be build separately and then moved into the map.
Existing calls to the Map API remain unchanged.
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
This adds support for mutable virtual arrays and provides many utilities
for creating virtual arrays for various kinds of data. This commit is
preparation for D10994.
This changes the following items:
- package name is now `blender-3.0.0-git.09eb04c0a865-windows64`
rather than `blender-3.00.0-git.09eb04c0a865-windows64`
- Fix version resource for blender.exe not building
- Data directories are now `3.0\...` rather than `3.00\....`
- User prefs are now in:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.0\`
rather than:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.00\`
- Updating startup & preferences from previous release
has a special exception for 3.0 to check for 3.93 and older.
See T87532
Ref D10986
Blender 3.0 is now in bcon1 (alpha).
There are likely a few places in Blender and the automated building pipeline
that may fail since we are switching our versioning number system.
For example, at the moment the splash and the status bar are showing
3.00.0, and it should show 3.1.0.
I suspect the Python API, version used to report a bug, buildname, are
all wrong too. These will be handled later.
message(FATAL_ERROR"32 bit compiler detected, blender no longer provides pre-build libraries for 32 bit windows, please set the LIBDIR cmake variable to your own library folder")
setBUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER%%BUILD_VS_YEAR%%BUILD_GENERATOR_POST%"%BUILD_PLATFORM_SELECT%%TESTS_CMAKE_ARGS%%CLANG_CMAKE_ARGS%%ASAN_CMAKE_ARGS%%PYDEBUG_CMAKE_ARGS%
@@ -1254,12 +1254,19 @@ class CyclesObjectSettings(bpy.types.PropertyGroup):
)
shadow_terminator_offset:FloatProperty(
name="Shadow Terminator Offset",
name="Shadow Terminator Shading Offset",
description="Push the shadow terminator towards the light to hide artifacts on low poly geometry",
min=0.0,max=1.0,
default=0.0,
)
shadow_terminator_geometry_offset:FloatProperty(
name="Shadow Terminator Geometry Offset",
description="Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light",
min=0.0,max=1.0,
default=0.1,
)
is_shadow_catcher:BoolProperty(
name="Shadow Catcher",
description="Only render shadows on this object, for compositing renders into real footage",
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