Since those nodes did not exist for shader node trees before,
I implemented them directly as "function nodes". Those could later
be used in shader node trees as well.
Differential Revision: https://developer.blender.org/D7424
This makes a subset of the shader nodes available in simulation node trees.
More can be made available in the future, but we might not be able to actually
implement all the nodes before the release.
For now, their name remains `ShaderNode...`. We should rename them to
e.g. `FunctionNode...` and move them to a separate folder in the future.
Differential Revision: https://developer.blender.org/D7422
Allows to open newer files in older Blender after new distortion model
has been added.
It will behave as if this is a polynomial model with all 0 coefficients
which are then being refined and assigned explicitly after solving the
motion.
The loop of datablocks was using the scene datablock (3D View) only, but all others datablocks were ignored.
Now the loop consider any annotation datablock.
This is part of T73324.
The shapes and colors of the sockets will most likely change later on.
This script can be used to create a node with the new socket types:
```
import bpy
class MyCustomNode(bpy.types.Node):
bl_idname = 'CustomNodeType'
bl_label = "Custom Node"
def init(self, context):
self.inputs.new('NodeSocketEmitters', "Emitters")
self.inputs.new('NodeSocketEvents', "Events")
self.inputs.new('NodeSocketForces', "Forces")
self.inputs.new('NodeSocketControlFlow', "Control Flow")
self.outputs.new('NodeSocketEmitters', "Emitters")
self.outputs.new('NodeSocketEvents', "Events")
self.outputs.new('NodeSocketForces', "Forces")
self.outputs.new('NodeSocketControlFlow', "Control Flow")
bpy.utils.register_class(MyCustomNode)
if len(bpy.data.simulations) == 0:
bpy.data.simulations.new("Simulation")
sim = bpy.data.simulations[0]
sim.node_tree.nodes.new("CustomNodeType")
```
Differential Revision: https://developer.blender.org/D7349
The main difficulty with adding these types is that they are the first sockets types
that reference ID data in their `default_value`. That means that I had to add some
new logic in a few places to deal with reference counting. I hope I found all the places...
It seems to work fine in my tests.
For now these socket types can only be created using a script like the one below:
```
import bpy
class MyCustomNode(bpy.types.Node):
bl_idname = 'CustomNodeType'
bl_label = "Custom Node"
def init(self, context):
self.inputs.new('NodeSocketObject', "Object")
self.inputs.new('NodeSocketImage', "Image")
bpy.utils.register_class(MyCustomNode)
if len(bpy.data.simulations) == 0:
bpy.data.simulations.new("Simulation")
sim = bpy.data.simulations[0]
sim.node_tree.nodes.new("CustomNodeType")
```
After running the script, go to the simulation editor and select the newly created simulation.
---
We might want to change `readfile.c` so that linked objects/images are only loaded,
when the socket is not connected. Otherwise it can be tricky to figure out why certain
id data blocks are still referenced by the node tree later on.
Differential Revision: https://developer.blender.org/D7347
During recent refactoring of the edit weight overlay we moved a
assignment before it was valid. Making everything one frame off what
resulted in a flashing frame during TAA, not drawing the overlay until a
second action happened, making overlays too bright.
The reason whas that the painting overlay wasn't initialized in the
first sample, but the draw passes and groups were filled. Resulting in
rendering the overlay twice or not at all.
This change moves the assignment to where it is valid.
Limit offsets, so each strip contains at least 1 frame of content.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7288
Feature can be enabled or disabled in timeline view menu item "Show F-Curves".
Author a.monti
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7205
Don't set 'special preview' or Solo mode if scrubbing in scrubbing region.
Author: a.monti
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D7234
Following up to b555b8d.
Building Blender with hidden symbols but using libraries with visible symbols
was giving linker warnings, specifically for USD. So revert that for now, as
it was not needed for the bugfix.
Hide USD symbols (some of which are not in the USD namespace) to avoid potential
conflicts. May potentially help with AMD OpenCL issues in T74262.
Pointer search buttons created with `uiItemPointerR()` (which allows
also passing a collection property to search in) did not work with the
split property layout (i.e. `uiLayout.use_property_split`).
For example vertex group search buttons typically use this.
Note that decorators (`uiLayout.use_property_decorate`) are not
supported yet. Although if they are enabled, the decorator column is
still created to keep the layout alignment visually intact. Also re-uses
the existing hack to allow placing multiple items in the row before the
decorator column.
Needed for some in-progress changes to the modifier stack UI.
When updating the active button, the search data wasn't updated, so it
kept using the old pointers. A check in `ui_rna_collection_search_cb()`
relied on this incorrect behavior so I had to fix that too. Note that
the previous commit was also needed for the second fix to work.
Caused by c46dcdf887.
If the `uiButStore` data was freed after the buttons/blocks were updated
from previous instances (see `UI_block_update_from_old()`), e.g. by
delaying that to the "afterfuncs" (`ui_apply_but_funcs_after()`), the
data would get lost. As result, the button pointers that the API is
supposed to keep valid would point to freed memory.
This wasn't an issue so far since the API didn't happen to be used this
way. That changes with the next commit.
Rather than using the last state of the tablet, we now query the history of
pointer events so strokes can follow the pen even if Blender does not handle
events at the same rate.
Differential Revision: https://developer.blender.org/D6675
It was sometimes set before reading preferences, now it's passed to GHOST every
time preferences are read.
Differential Revision: https://developer.blender.org/D5641
Resolves the following issues:
- For the first time you save a .blend file, there was no feedback.
- If the file fails to save (eg "No space left on device") the status
bar message replaces the error with an invalid "Saved" message.
While there is a popup, the user may cancel it with mouse motion
and be left with the status bar message saying the file saved.
D7371 by @XDroid with edits.
Removal of 'Translation' checkbox. Enable translation options when selecting non-English languages.
Differential Revision: https://developer.blender.org/D7210
Reviewed by Brecht Van Lommel
The behavior for subpanels was incorrect, and the ideal behavior isn't even clear.
This disables the "collapse all" ctrl click feature for panels that have parents.
Differential Revision: https://developer.blender.org/D7355
These changes only have an effect when the experimental Undo Speedup preference
is enabled.
* For DEG_id_tag_update, accumulate recalc flags immediately before the undo
push happens instead of afterwards. Otherwise the undo state does not
contain enough flags, and the current state may contain too many flags.
This also means we call DEG_id_tag_update after undo with the accumulated
flags to ensure they are flushed to other datablocks.
* For undo, accumulate recalc flags in id->recalc and clear accumulated flags
immediately. Not clearing would cause circular behavior where accumulated
flags may never end up being cleared.
This matches what happens after an undo push where these are also cleared,
indicating that the undo state and current in-memory state match exactly.
* Don't change id->recalc of identical datablocks, it should not be needed.
There is one exception for armatures where pointers across datablocks
exist which otherwise would cause problems. There may be a better solution
to this but it seems to work in agent 327 production files.
* This contains a change in undofile.c to avoid detecting all datablocks as
changed for the first of the two undo steps, where we restore to the state
of the last undo push before going to the one before.
Without this the whole system is much less efficient. However this is unsafe
in the sense that if an app handler or operators edits a datablock after an
undo push, that change will not be undone.
It can be argued that this is acceptable behavior, since a following undo push
will include that change and this may already have unexpected side effects.
Ref T60695
Differential Revision: https://developer.blender.org/D7339
There is no garuantee 'outliner_find_id()' can find those corresponding
TreeElements, safeguard against failure now.
note: not sure why this was no problem in Release builds? (could only
reproduce crashes in Debug builds...)
Maniphest Tasks: T75471
Differential Revision: https://developer.blender.org/D7365
Since rBcf258b02f449, only wires and edges that are mapped to the
original mesh were drawn if the mesh was modified by modifiers.
Above commit was only meant for showing orig wires for paint mask
overlays [where final wireframe is not desired], so now only use
MR_EXTRACT_MAPPED when we are in a paint mode.
Maniphest Tasks: T75343
Differential Revision: https://developer.blender.org/D7333
Issue was that the noise simulation was trying to bake with a minimized domain size (adaptive domain initializes domain with size (1,1,1)). Similarly to the base resolution bake, there should be no noise baking happening at those domain sizes - a domain at this size is considered empty.
This reverts commit 58e20b432a.
Was calling discard twice, tsk.
Although for some reason it did quiet the leak.
Reverting because this is causing a crash.
The symmetrize operator now tries to make sure that the armature
constraints are correctly mirrored.
Before it would only mirror the subtargets for the constraints (and that
failed too in some cases).
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6009
Otherwise file browsers do not recognize the Blender executable. This is
already done for official releases.
We leave it off for non-portable builds, since that's how Linux distribution
packages will typically build Blender and we can continue to follow the OS
default there. Using a file browser to launch executables from e.g. /usr/bin
would be rare as wel.
Differential Revision: https://developer.blender.org/D7363
Other types of datablocks pointing to UI datablocks is unsupported, so
there is no need to store them in fd->libmap. With the experimental undo
speedup enabled preserving such pointers was done. But it didn't work in
2.82 and such pointers are easily lost in cases other than undo.
Differential Revision: https://developer.blender.org/D7329
The issue was that the code tried to use the bones transformation matrix
as a rotation matrix. This works fine as long as the scale is 1.
Now we simply make sure that we only get a pure rotation matrix when
extracting it for the bone's transformation matrix.
The root of the issue was caused by mesh which was a result of to_mesh()
had the same edit_mesh pointer as the input object, causing double-free
error.
This fix makes it so result mesh does not have edit mesh pointer.
Motivation part behind this is to make the result of to_mesh() to be
somewhat independent from the input.
Differential Revision: https://developer.blender.org/D7361
Starting select linked failed when the selected vertex or edge
was it's self delimiting.
Support using these elements for linked select
as long as they're part of an isolated selection.
When the modal operator passes events, free the internal state of
the operator as we can't be sure those events don't cause the mesh data
to be re-allocated or removed.
Longer term it might be best to make this into a tool since
the main purpose of this operator is to run other actions.
The 10g Intel/Win driver doesn't work well with our emulated
intermediate mode. This patch alters the drawing of the drag widget of
the panels to reduce unneeded drawing.
The previous method would draw 16 boxes per widget. This new way would
cache this drawing in a GPU batch and just move the matrix around.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7345
Existing code for ungrouping did not correctly handle user counters:
- counter for the group was not decremented
- counters for containing nodes were not incremented
The latter resulted in losing some nodes after orphan cleaning or several save/reload cycles.
The bug did not have destructive consequences until recently,
because it was compensated by another bug (fixed in rBe993667a46c2).
Maniphest Tasks: T74665, T74682
Differential Revision: https://developer.blender.org/D7332
For a real-world distortion the payload is quite uniformly
distributed across scanlines. Surely, in the corners more
iterations of minimizer is needed, but that happens in threads
without scheduling overhead.
Need to communicate available number of threads to the camera
intrinsics implementation, otherwise default value of 1 is used.
Must have been single-threaded for a very long time.
When setting the current playback time in BKE_sound_play_scene we didn't
account for the frame length. So the current frame/time would be wrong
when we asked the audio playback what time it was.
This would lead to playback being offset when using time remapping and
AV sync.
Reviewed By: Richard Antalik and Sybren A. Stüvel
Differential Revision: http://developer.blender.org/D7248
Before this commit, baking an action would only insert keys that are
necessary (i.e. using `INSERTKEY_NEEDED`). When baking to the current
Action, if there are no constraints that influence the final animation,
there are no additional keys necessary. This makes it appear as if
nothing happened. However, when baking to a new Action every additional
frame is necessary and thus a key is added for every frame.
@mont29 and I agreed that this behaviour is confusing, so this commit
changes the behaviour such that baking to the current action and to a
new action result in the same baked animation (that is, keyed on every
frame).
This was already fixed in rB985f33719ce9 once.
But resurfaced after rB7070e4c15e6c [which just reverted a bit too much
;)].
Spotted while looking into T75263.
Differential Revision: https://developer.blender.org/D7308
Splits up wm_xr.c into multiple files in their own folder:
source/blender/windowmanager/xr. So this matches how the message bus and
gizmo code have their own folder and files.
This allows better structuring and should make the code scale better.
I rather do this early on than to wait until we end up with a single,
huge file.
Also improves a bit how data is prepared and updated for drawing.
- Adds select menu
- Removes undo/redo controls
- Adds delete menu
- Refactor
- Combines font and text menu
The goal is to match other edit menus better and match the text editor.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The 'name' parameter of `BKE_idtype_idcode_from_name()`, and the `str`
parameter of `idtype_get_info_from_name()`, are expected to be the
'user visible name' of an `IDTypeInfo` struct. This is made clearer in
the code by renaming those parameters to `idtype_name` and mentioning
it in the documentation of the `BKE_idtype_idcode_from_name()`
function.
Differential Revision: https://developer.blender.org/D7317
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
The island `axismtx` is only necessary in some transform modes.
In the case of `Shrink/Fatten`, the calculated `axismtx` brings an
undesirable result.
This commit rearrange the struct `TransIslandData` in order to
calculate and reference only the arrays that will be used for each
transform mode.
Differential Revision: https://developer.blender.org/D7305
There is no guarantee that depsgraph is ran between two undo steps, so
when re-using an existing data-block we should never wipe completly its
recalc flags, but instead complement them with new ones from accumulated
'storage' as needed.
It should be possible to `#include` any header without having to worry
about its dependencies.
I didn't go and check all include files for this, just the ones that caused
me errors while I was refactoring the `anim_sys.c` file.
No functional changes.
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
My compiler (GCC 7.5.0) was warning about these variables potentially not
being initialised. Since the function is highly complex, instead of
analysing it I just trust my compiler and added initial values.
This should be no functional change.
This was only reported for the 'Change Active Layer' operator [which was
not setting the channel as selected in the dopesheet], but this is also
the case elsewhere [where BKE_gpencil_layer_active_set is used], namely:
- gp_layer_remove_exec
- gp_layer_copy_exec
- gp_merge_layer_exec
- gp_layer_change_exec
- gp_layer_active_exec
- gp_stroke_separate_exec
We could set GP_LAYER_SELECT "by hand" in
BKE_gpencil_layer_active_set(), but there is already
animchan_sync_gplayer() that does that. For this, we need the
NA_SELECTED notifier though.
Maniphest Tasks: T75250
Differential Revision: https://developer.blender.org/D7311
There was one function to access both pose/edit bones,
which returned a void pointer type.
Split these into 3 functions which return EditBone, bPoseChannel or Bone
types.
Internally the logic is still shared, this just makes it clearer to
callers which type is expected.
Also use more conventional prefix for picking API:
- ED_armature_pick_(ebone/pchan/bone)
- ED_armature_pick_(ebone/pchan/bone)_from_selectbuffer
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
All DirectX management happens on Ghost level now, higher level code can
just assume everything is OpenGL (except of the upside-down drawing that
still needs to be done for DirectX). This is similar to how the
metal-layer is hidden outside of Ghost.
The Ghost-XR graphics binding for DirectX is responsible for managing
the DirectX compatibility now.
This adds the automasking options to the Sculpt Tool options in a way
that they affect all brushes. This is more convenient when working with
some of these options while switching brushes as they don't need to be
enabled/disabled per brush.
An automasking option is enabled if it is enabled in the brush or in the
sculpt options.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7304
The root cause of the issue reported in T74983 is that an `IDNode` would
not be marked as user-modified. This marking happened while looping over
outgoing relations of one of its operation nodes. Since rBff60dd8b18ed
unused relations are removed, and as a result the `IDNode` would not be
marked.
The solution was to move the responsible code outside the loop; this is
probably a good idea anyway, as the code did not actually use the
looped-over relations at all, and was thus repeated unnecessarily.
With this brush option it is possible to mask the boundary vertices of
all face sets. This is especially useful in the cloth brush, where face
sets can be used to simulate seams between different patches of cloth
and produce different patterns and effects.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7230
Allows to know what level sculpting has been done after the value has
been changed in the MultiresModifierData.
No functional changes, just preparing code to have everything needed
for propagation undo.
Differential Revision: https://developer.blender.org/D7307
Before this change it was not possible to have base geometry
and grid coordinates to be stored in the same undo step.
Differential Revision: https://developer.blender.org/D7298
This fixes the following issues:
- Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor.
- When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly.
- The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly.
{F8441699}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7303
The brush was allocating new memory for storing the displacemnets at the
beginning of each stroke step and not freeing them.
Reviewed By: jbakker
Maniphest Tasks: T75121
Differential Revision: https://developer.blender.org/D7254
As the main use case of this feature is to work with cloth, using this
curve makes more sense than a smoothstep to simulate cloth tension near
the edges.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7262
Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.
Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7289
Should make it a bit more clear overview of what is going on in this
module. While some of the details might still be missing, having some
sort of top-level overview is better than nothing.
Differential Revision: https://developer.blender.org/D7300
Made it so grids array is properly allocated when first node in the
undo list does not contain grid data.
Differential Revision: https://developer.blender.org/D7299
This patch adds an AVX implementation of Perlin noise in Cycles.
An avxi type was also added as a utility based on the respective
type in Intel Embree.
Only 3D and 4D noise were implemented, there is no benefit for
utilizing AVX in 1D and 2D noise. The SSE trilinear interpolation
function was used in the AVX implementation because there is no
benefit from using AVX in interpolating the last three dimensions.
Differential Revision: https://developer.blender.org/D6680
This also shows the node tree in the Simulation Editor.
There is a new operator to add a simulation.
One debatable aspect of this patch is how I integrated the `SpaceNodeEditor.simulation`
property in RNA. I decided to wrap the existing `id` property, because the description
says `Data-block whose nodes are being edited`, which is exactly what is happening here.
Differential Revision: https://developer.blender.org/D7301
strips
This uses the new "selected_nla_strips" context member in
UI_context_copy_to_selected_list().
bonus: this also makes the "Copy To Selected" button operator [in the
button context menu] work for anything NLA Strip related.
Maniphest Tasks: T66494
Differential Revision: https://developer.blender.org/D7281
tile
This happened when the UDIM tiled image needed to be colormanaged, so
- when you set up the image as sRGB, then save as EXR/HDR/...
- other way around as well: when you set up the images as Linear then
save as PNG/JPG/...
Reason being that for UDIM tiled images, `image_save_single` is called
multiple times [once for each tile] and everytime `image_save_post` will
fire the `IMA_SIGNAL_COLORMANAGE` signal which clears the cache if any of
the above two is the case. Without the cache, the next tiles cannot be
saved.
Now determine if the colorspace changed from
`image_save_single`/'image_save_post' and only fire
IMA_SIGNAL_COLORMANAGE once from BKE_image_save in the end.
(thx @brecht for suggesting this alternative to the original fix)
Maniphest Tasks: T75234
Differential Revision: https://developer.blender.org/D7296
This basically generalizes what was being done in `write_mesh`,
since we need to clean up ID tags anyway, it's easier to do it for all IDs.
Then ID write funcs themsleves can do whatever they want on the passed
struct, without risking interferring with regular Blender operations.
Note that Text write function is doing a suspicious change on one of its
flags, but this seems to be by-passed anyway by read code currently, so
think it's OK to not do that on orig data-block.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7294
Made it so there is a single UNDO node in the list which has
both original and modified mesh state.
Makes it easier to achieve "interleaved" undo nodes stored in
the undo step (as opposite of either storing geometry or other
data).
Should be no functional changes, just preparing for an upcoming
work to support undo of operation like Apply Base.
Differential Revision: https://developer.blender.org/D7290
Actually, begin will do the entire initialization.
Refine will only refine if there is a topology refiner associated
with the Subdiv descriptor.
Allows to refine Subdiv to new coarse positions without touching
displacement evaluation. Will be needed to update SubdivCCG during
sculpt undo.
Change to recent renaming of "Edge Collapse" as it has multiple uses,
as it collapses edge-rings, but isn't limited to collapsing single edges,
it can be used to collapse faces with arbitrary topology.
The name "Collapse Regions" is too vague, users might not think to use
this to collapse edge-rings.
Use a more verbose name "Collapse Edges & Faces", referencing edge-rings
in the tool-tip.
This is useful for collapsing regions of faces & edges,
similar to a 'Merge -> Collapse' which can operate on multiple regions,
merging UV's so they don't need to be manually corrected.
The name & description didn't mention this.
This implements the Sculpt Mode API functions needed for Face Sets and
visibility management for PBVH_GRIDS. No major changes were needed in
the operators and the sculpt mode code. This implementation stores the
face sets in the base mesh, so faces created in higher subdivision
levels can't be modified individually. Also, we are not checking for
multiple face sets per vertex (that can be added in the future), so
relax tools don't work yet. The rest of the features (paint, undo,
visibility operators..) work as expected.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7168
This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7292
The original code has two logics, extrude the end points or duplicate points (making new splines).
Now all the logic has been redone by extruding contiguous selected segments.
Fix T47169
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6982
This operator lets the user control the voxel/detail size of the voxel remesher directly from the 3D view in a similar way the Brush radius and strength are controlled. The shorcut from sculpt mode is Shift + R (similar to Shift + F for brush strength).
It shows a grid that represents the real voxel size of the object. The grid and the text are automatically aligned to the view to avoid rendering all voxels with thousands of lines.
It also has a slow mode when pressing shift that works like the slow mode of the brush radius control.
This operator controls the value changes sensitivity automatically to avoid jumping to extremelly high resolutions and run out of memory.
This way, adjusments done in lower voxel sizes are more precise. Pressing Ctrl disables this functionality and allows changing the voxel size directly in a linear way.
Reviewed By: jbakker, #user_interface, billreynish
Differential Revision: https://developer.blender.org/D6449
The text and icon were supposed to change but didn't reliably, which was
a race condition I think. It depended on how fast the OpenXR runtime
would transition the session state.
This also makes sure the correct notifier is sent on session exit.
Draw batch extraction wrongly assumed that when mapped extraction
happened that all original data could be found. This is not the case as
mapped extraction is also enabled when part of the data is present.
This fix does additional nullptr checks.
This implements a new builtin node tree type called `SimulationNodeTree`.
It is not yet embedded in the `Simulation` data block.
This is part of T73324.
The `WITH_NEW_SIMULATION_TYPE` cmake option is used to control whether `Simulation Editor` is shown in the editors menu.
Disabling the rna code with this option was a bit tricky, because the node tree type stores a reference to the rna type.
I could do the `#ifdef WITH_NEW_SIMULATION_TYPE` everywhere, but I'm not sure if it is worth the effort.
Currently there is only the group node, which is unusable, because there are no other nodes.
I'll submit those for review separately.
Differential Revision: https://developer.blender.org/D7287
EEVEE and Workbench both had the same issue that they continue with the
last sample when leaving navigating. This is ok for regular meshes as
they are all the same. For multiresolution it ain't as a low res version
of the mesh is used during navigation.
This patch also resets the AA samples when the user leaves navigation.
As the 'M' key is free, it's convenient to use for the merge menu,
especially since this contains "Merge by Distance",
a frequently used action.
Use 'Alt-M' for a new split menu, following our convention of Alt being
used for opposite functionality.
Also move merge/split menu's into the "Mesh" menu as neither operate
solely on a single mesh element type.
The edge split operator can now split faces & edges
from selected vertices.
This has the same functionality as manually ripping all
faces and edges away from a vertex.
This means symbols from Blender itself and most external libraries. We can't
just hide all because that breaks some libraries. The better solution would
be to rebuild all library dependencies with hidden visibility.
Fixes T75223: Luxrender add-on failing to load on macOS
Mesh writes a modified copy, which meant recalc_undo_accumulated was never
cleared on the actual datablock. Also clear mesh->runtime on write to avoid
detecting changes, since it's cleared on read anyway.
Differential Revision: https://developer.blender.org/D7274
Clear is_identical_future before adding a next undo step, to avoid wrong
values for cases where we undo and then add a step with different changes
than what was previously the next step.
Ref D7274
When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.
Known issue: decoding the `norAndFlag` has issues on Intel GPU.
The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.
Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag
handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply
restored those lines that caused this issue.
This makes the code a bit simpler to follow, by replacing
`if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting
the remaining code, and by returning early.
No functional changes.
The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.
This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7277
Selecting linked would only select a single arbitrary chain.
Now select linked follows all child-chains of the bone.
Also add support for following all links, similar to how this would work
if it were a mesh with connected edges instead of only child chains.
Leave this off by default to match pose mode.
This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
This works for all selection modes,
include last below a separator since it's a specialized function.
Note that the previous commit was raising an exception as operator
properties don't support 'or'.
Edges were hard to see in some cases in edit-mesh vertex/face modes.
Since 804e90b42d alpha is handled differently,
update edge alpha to visually match 2.82.
Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
The button seems to behave more as I'd expect without these
additional checks. Previously, the button was often grayed out when
it was actually working.
Reviewers: ISS
Differential Revision: https://developer.blender.org/D7252
The Screw Modifier had a lower limit for the steps value, which not only
was inconsistent between render and viewport steps, but also was capped
to 2 in UI and also in the code internally.
Removing the GHOST_kKeyUnknown check from processKeyEvent() produces
epeated unknown key events whenever a modifier key is held down, due
to the way ghost uses GHOST_kKeyUnknown as a filter value for modifier
key events.
Differential Revision: https://developer.blender.org/D7257
This commit introduces a new mode for calculating the positions and
weights of the IK segments in the Pose Brush based on the Face Sets.
The first segment of the chain will always include all face sets inside
the brush radius and it will propagate until the boundary of the last
face sets added in the flood fill. Then consecutive connected face sets
are added to the chain until the chain length limit is reached or all
face sets of the mesh are already part of the chain.
This feature enables complete control over the pose brush origins in
case that is needed. Also, with this mode, the user can have a library
of base meshes with face sets already configured to get to the initial
pose as fast as possible.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7235
This makes more clear what this automasking operation does and helps to differenciate it from the future face sets boundary automasking.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7185
Previously, all vertices inside the brush radius were taken into account
equally when calculating the sculpt normal and area. This was causing
artifacts and unpredictable results with large brushes or meshes with
curvatures, as the strongest deformation point of all brushes is usually
in the center. By weighting the vertex normal and position towards the
center when sampling, all brushes should now behave in a more
predictable way in non-uniform surfaces.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6989
Last time I checked Face Sets were preserved in a more or less
predictable way when modifying the mesh with dyntopo. As it looks that
in some problems this may cause bugs and you can't see or use face sets
when modifying the topology of the mesh whith dyntopo active, it is
probably better to reset them when going from dyntopo to mesh. This way
you know that you are always going to get a predictable face sets state.
Reviewed By: jbakker
Maniphest Tasks: T74637
Differential Revision: https://developer.blender.org/D7099
This is not dependent on having an armature as mentioned in T75111.
The collider simply has to be animated.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7251
This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
so that the whole object is bound and vertex coordinates get overwritten
as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
an additive offset from the vertex location before the modifier to the
resulting bound deformation. This gives the ability to control the
strength of the deformation and mix the deformation of the modifier
with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
the bind deformation is added. So the whole object is still bound to target,
and the vertex group filters afterwards what parts get affected.
I experimented with a version to only binds the geometry weighted to the
vertex group, but that would break compatibility with old files.
I may bring it in later as a separate option/mode for the surface deform.
With several fixes from @mont29.
Reviewed By: mont29
Differencial Revision: https://developer.blender.org/D6894
Might have happened when Apply Base is used in sculpt mode.
In practice this probably was fine, since the operator tags object
for update, so the pointers will be restored back to what they should
be.
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.
This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.
Differential Revision: https://developer.blender.org/D6903
This commit adds the option to use armature bones for the From and To targets
when using armature objects.
The changes are based on the UV Warp modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6820
Problem is that the RenderEngines will change the RenderData cfra when
rendering (when time remapping is used -- at least workbench/eevee/
gpencil do a combination of BKE_scene_frame_get() plus
RE_GetCameraWindow() which alters the RenderData cfra).
Later on in the pipeline, the Compositor will use this RenderData cfra
to determine the output file name for the FileOutput node. (In contrast
to this, the 'regular' Output will use the Scene's RenderData -- not the
Render's -- cfra [which hasnt been altered])
It is not entirely clear why RE_GetCameraWindow was setting the cfra on
the Render, but it appears to be legacy OGL rendering related and is not
needed anymore.
Removing this will keep the cfra as needed for the Compositor FileOutput
node.
Caused by rBedb3b7a323a1.
Using evaluate_fcurve_only_curve actually causes quite a bit of slowdown
[6x] compared to bezier forward differencing [which was used prior to
rBedb3b7a323a1]. But full fcurve evaluation is desired with Dynamic
Interpolation Effects [Back/Elastic] since their min/max will not be
captured with forward differencing.
So now gain back speed [using bezier forward differencing] and only do
the full fcurve evaluation for dynamic interpolation effects.
Maniphest Tasks: T74927
Differential Revision: https://developer.blender.org/D7196
operator cancelled.
Lots of operators return OPERATOR_CANCELLED when no data really changed.
Reports from those operators do not show immediately in the Info Editor
[they only do if the operator returns OPERATOR_FINISHED].
Now also notify the Info Editor in case of OPERATOR_CANCELLED.
Maniphest Tasks: T58439
Differential Revision: https://developer.blender.org/D7238
- Use addon keyconfig for registered tools so reloading the keymap
doesn't clear them.
- Ensure there is a default keymap, needed for addon keymaps
to be available in the user keyconfig.
On some drivers, the default values is not respected correctly.
To workaround this we create a small VBO that contains only 1 vec4 worth of
data and just bind it using glBindVertexBuffer to ensure 0 stride.
This fixes T75069 Instances not rendered correctly by workbench.
This adds support for macOS aliases in addition to symlinks. It also adds
support for hidden, readonly and system file attributes.
Contributed by Ankit (ankitm) with modifications by me.
Differential Revision: https://developer.blender.org/D6679
Modify the view layer add operator (and underlying `BKE_view_layer_add`)
to allow for copying the current view layer, as well as adding a new one
but with all LayerCollections disabled by default (this is important for
heavy scenes where currently adding view layers can take a long time due
to enabling every collection by default).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6862
This works similarly to the CYCLES_OPENCL_TEST
environment variable to allow testing on unsupported
hardware.
Note: like the OPENCL test override, this is
for *testing* only and bug reports on unsupported
hardware will *not* be accepted at this point in
time.
This implements a new mode in the Face Sets Create operator to create a
new face sets from the faces selection in edit mode. This can be used
when the user considers that the edit mode tools are more convenient for
a more precise control or a certain type of selection, like creating a
face set from a face loop.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7211
This operator initializes all face sets in the sculpt at once using
different mesh properties. It can create face sets by mesh connectivity,
material slots, face normals, UV seams, creases, sharp edges, bevel
weights and face maps.
For properties that are already in the faces, this is implemented as a
loop. Properties that depend on edge attributes use a similar operation
to sculpt flood fill, but using face adjacency instead of edge vertex
connectivity.
As Multires also stores the face sets in the base mesh, this should work
in the face sets Multires implementation without any changes.
This is implemented as a separate operator as this resets the visibility
and creates all face sets at once, while the create face set operator
creates a single face sets, leaving the rest of the face sets in the
mesh as they are.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7209
This implements the Surface Smooth Brush as a mode inside the Smooth tool,
which uses the HC algorithm from "Improved Laplacian Smoothing of Noisy Surface Meshes".
Comparted to the regular smooth brush with laplacian smooth, this brush removes
the surface while preserving the volume of the object.
The smooth result can be controlled by tweaing the original shape preservation,
displacement and iteration count.
The same surface smooth operation is also available as a mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7057
Using a float to store and render the mask seems like a waste of memory
without any noticeable difference in the viewport for its use case.
After this commit, the mask and the face sets combined should take the
same amount of GPU memory than only the mask in previous versions.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7148
This new method is only enabled if Overlay Smooth Wire is enabled.
This method gives really nice results but has some downside:
- Require a depth copy or loose the ability to write wire depth to the
depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost.
- Require some depth sampling and prevent early depth test (i.e: has
some performance impact).
- Has some relatively minor instability with geometry that are perpendicular
to the view and intersecting with other geometry.
Pros:
- Compared to a fullpass approach this is surely going to have less
performance impact and much higher quality.
- Removes the additional vertex offset. (see T74961)
- Fixes all half edges z-fighting.
{F8428014}
{F8428015}
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7233
SCULPT_FACE_SET_NONE default value is 0 and it is rendered hidden, so
the invert sign operation to show it was not working. Now the show all
function sets this face set to ID 1 before setting its sign.
I also refactored this check in gpu_buffers.
Not related to the reported issue, but the mesh in attached contains non
manifold geometry with hidden loose vertices, so the visibility state
was not syncing correctly to those vertices. Now the toggle operators
checks the current visibility only on the face sets, so no manifold
vertices are ignored (as they are in the rest of operations in sculpt
mode).
Reviewed By: jbakker
Maniphest Tasks: T74780
Differential Revision: https://developer.blender.org/D7188
This fixes multiple issues:
- Adds tag to update shading when changing vertex visibiliyt. This makes the mesh visibility update when the operator ends.
- Sync vertex to face sets no longer requires the pmap, so it does not crash. (Maybe we can initialize the pmap on undo to avoid these problems in the future).
- Sync vertex to face sets now works in a coherent way with the rest of visibility operations. Hide Box and Hide mask now sync the visibility changes to the face sets, so the all the operations are now getting a correct visibility state.
Reviewed By: brecht
Maniphest Tasks: T74761
Differential Revision: https://developer.blender.org/D7187
Brushes are created automatically when the tools is enabled, but this
way it gets correct defaults and it is accesible from scripts.
Reviewed By: jbakker
Maniphest Tasks: T74899
Differential Revision: https://developer.blender.org/D7199
The default face set color is white, so we can skip drawing the default
face set. This allows to enable again the optimization of not drawing
overlays in nodes where the mask is empty.
This will still slow down the viewport when a new face set is created
for the whole mesh or when inverting the mask, like in previous
versions.
I also renamed the function to make more clear that now it is checking
for both mask and face sets.
Reviewed By: brecht
Maniphest Tasks: T74692
Differential Revision: https://developer.blender.org/D7207
This checks that the distance of the current positions of two connected
vertices is not 0 before calculating the correction vectors for those
vertices.
Reviewed By: jbakker
Maniphest Tasks: T74808
Differential Revision: https://developer.blender.org/D7184
When using Face Sets to mask the mesh filter the pmap needs to be
initialized to check the face sets of each vertex, otherwise it will
crash because it is null.
Probably now we should just initalize the pmap when building the PBVH as
almost all tools need it, so we can avoid these crashes in the future.
Reviewed By: jbakker
Maniphest Tasks: T75089
Differential Revision: https://developer.blender.org/D7236
Show control edges stores the control edges in the mesh which is
picked up by the draw manager. When applyng a subsurf (or multires) we
don't want that data present in the base mesh. Any rebuilding of the mesh
would overwrite the data anyway.
This patch introduces a new flag for applying modifiers
that can be checked to ignore storing display specific data in
the base mesh.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7163
The normals of loose edges can be non uniform as they aren't normalized.
Checked with what happens with edit loose edges and synchronized the
implementation.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7127
Weight paint overlay was not working when XRay was turned on.
The Weight Paint overlay is rendered directly into the default
framebuffer with a depth equal test. This test fails as the depth won't match.
This patch will update the depth buffer in these cases.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7176
Events for keys specific to certain keyboard layouts unknown to Blender
were ignored. Now pass them along as unknown key events for which we
can still handle text input, like we already do for Linux and macOS.
Differential Revision: https://developer.blender.org/D7229
Random Walk subsurface scattering did look different with OptiX because transmittance is
calculated based on the hit distance, but the OptiX implementation of `scene_intersect_local`
would return the distance in world space, while the Cycles BVH version returns it in object
space. This fixes the problem by simply skipping the object->world transforms in all the
places using the result of `scene_intersect_local` with OptiX.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7232
Happens on macOS 10.15.4 and Xcode 11.4.
The reason of failure is caused by following factors:
- xcodebuild reports full semantic macOS SDK version 10.15.4
- The actual SDK file path will only include major and minor part
of the version (10.15, MacOSX10.15.sdk)
- Previous CMake code of ours expected direct match between SDK
version and file path.
The solution is to make our detection code a bit more flexible and
additionally check for major.minor macOS SDK version in the path.
The specific goal of this change is to get rid of separate code paths
for older and newer Xcode versions.
The version 8.2 is picked since it's the latest version which runs on
macOS 10.11 (which is our current deployment target). If that turns
out too new for some reason the alternative would be to require Xcode
version 5.
The selection in Draw mode works as a quick eraser and must erase only the points selected in that operation and not any previous selected point.
Now, before erase, unselect any previous selected point.
Note: It's planned to split select & erase operators for Draw mode.
Disable functionality reported in T60766 & only partially worked.
This could be used if the key-map was added after Blender started
as a way to customize modal key-maps, however it didn't work with
the add-on enabled on startup.
Add-on key-maps are intended to extend existing key-maps
so they can call the add-on, not as a way to change modal key-maps
for Blender's built-in functionality.
Disable this since it's not needed as add-ons
can't yet define modal key-maps.
The main CMakeLists already requires CMake 3.5, so there is no point of
requiring "newer" CMake on macOS.
This was a code from a while back where CMake 3 was not required on all
platforms.
This issue became visible after fixing other TAA issues recently.
The sample count of the first frame wasn't reset resulting that the
incorrect resolve took place. This issue was already there beforehand,
it is just much clearer during the recent changes.
Now the `taa_sample will be reset when performing an animation playback
in the 3d viewport.
This simplifies freestyle render pipeline integration so we don't have to do
much manual ID user management at all. The complexity here was legacy from
Blender Internal.
Based on fix provided by Sybren A. Stüvl.
This makes it work again at least for the non-UDIM case. For UDIM it's not
great still but I'll consider that a known limitation. A proper solution is
probably to find the closest tile at the start of the stroke and then only
paint in that one tile for the rest of the stroke.
There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.
Differential Revision: https://developer.blender.org/D6854
This means Blender can display more text correctly without having to enable
user interface translation. Previously the quality of the font was lower,
but that has been fixed now.
The font files have now been ungzipped, which results in faster file loading
as Freetype can read only the parts of the file that it needs. Blender download
size should not increase since the release package is compressed.
This includes improvements for Cyrillic characters from the latest DejaVu
Sans fonts from D6960, contributed by Harley Acheson. Fixes T74097.
Differential Revision: https://developer.blender.org/D6854
The numbers here can probably be tweaked to be better, but it's hard to
predict and this should at least avoid excessive memory swapping.
Fixes T57064.
The current viewer pose position as determined by the OpenXR runtime
would be applied as offset. This offset should however only be set when
toggling the positional tracking while the session already runs.
This patch adds support for alpha hash for hair rendering in EEvee. Here's a comparison of with alpha hashing:
{F7588610}
And no alpha hashing:
{F7588615}
Note that this needs "soft shadows" enabled, otherwise shadows will be noisy; here's a render with soft shadows disabled:
{F7588621}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5221
Caused by 18b693bdbd, due to lack of thread safety.
Beteween calling BKE_sequencer_cache_get_num_items and BKE_sequencer_cache_iterate
New items could be inserted in the cache.
BKE_sequencer_cache_iterate() now use 2 callbcack functions for initial setup
during which buffers with correct length can be initialized and finally iterating.
Additionally drawing of unselected items was fixed again introduced in 18b693bdbd.
T74662 is reporting quite different symptoms, than I get on my machine, so I am not
entirely sure this is complete fix.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7220
Fix T74038, the logic didn't handle the case where there was not any button with focus.
Reviewed By: Julian Eisel
Maniphest Tasks: T74038
Differential Revision: https://developer.blender.org/D7208
Tested with AMD Radeon Pro WX 9100, where it brings performance back to 2.80
level, and combined with recent changes is about 2-15% faster than 2.80 in
our benchmark scenes.
This somehow appears to specifically address the issue where adding more shader
nodes leads to slower runtime. I found no additional speedup by applying this
to change to 2.80 or removing the new shader node code.
Ref T71479
Patch by Jeroen Bakker.
Differential Revision: https://developer.blender.org/D6252
This commit adds the option to invert the resulting weights of the
falloff curve.
There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.
With minor UI tweaks by @mont29.
Differential Revision: https://developer.blender.org/D6899
We appear to be hitting some limit where adding any amount of code causes a
significant performance regression, no matter what it does. To work around
that a new node level was added.
Ref T71479
```
...\gpu_texture.c(466,7): warning C4555: result of expression not used
...\gpu_texture.c(559,7): warning C4555: result of expression not used
...\gpu_texture.c:1205:72: warning: pointer targets in passing argument 4 of ‘glGetTexLevelParameteriv’ differ in signedness [-Wpointer-sign]
```
When use the dopesheet add layer operator a new blank frame is created. It's very strange to create a layer and don't see anything in dopesheet.
If the layer is added in properties, the frame is not created.
Reviewed by: @pepeland @mendio
This commit adds a `mipmaps` member to the `GPUTexture` struct and also
computes to the memory used by these mipmaps and the memory used for
textures that are created from an external bindcode.
So it solves the following inconsistencies:
- The memory value for mipmaps was not being computed.
- As `GPU_texture_from_bindcode` didn't call
`gpu_texture_memory_footprint_add`, it brought inconsistencies to the
value of the used memory, especially when the texture is freed.
Differential Revision: https://developer.blender.org/D3554
When the TAA is finished the screen can still be redrawn by other
operations without the TAA resets.
If that happened the TAA did add a blank sample to the result as the
scene wasn't drawn, but the was processed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7226
This introduces a new id data block with type `ID_SIM`.
The RNA part of this change is disabled by default for now.
The corresponding cmake option is `WITH_SIMULATION_DATA_BLOCK_RNA`.
The new data block does not yet have an embedded node tree.
I want to add that separately.
This is part of T73324.
The set of files I changed is based on rBb0a1cf2c9ae696.
However, I had to change fewer files, because I did not add a new object type.
Differential Revision: https://developer.blender.org/D7225
The theme color is used in code, but not exposed in RNA and therefore
there's no button in the theme editor for it.
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D7219
Give pointcaches a proper path function which e.g. also resolves
ALT+click (assign to all selected) not working for anything relating to
pointcaches.
This also cleans up the usage of the 'eModifierTypeFlag_UsesPointCache'
flag (removed from the boolean modifier, added to the softbody modifier).
Maniphest Tasks: T64573
Differential Revision: https://developer.blender.org/D7115
the settings
Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging), reactivates the NS_VIEW3D_GPU notifier (introduced in
rB2ad3d8f158d2 -- but not going anywhere atm.) to check changes to rv3d
rflag which indicated UserStudioLight has changed. To not have updates
all the time, the rflag also needs to be cleared again (see original
rB2ad3d8f158d2).
Maniphest Tasks: T74744
Differential Revision: https://developer.blender.org/D7194
Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging), needs to also check the clip_state (to detect
changes in DRW_STATE_CLIP_PLANES).
Maniphest Tasks: T74872
Differential Revision: https://developer.blender.org/D7193
Caused by rBc476c36e4008.
This hooks into the existing FIXME (workaround for a missing update
tagging from operators), needs to also check the shading.flag (to detect
changes in V3D_SHADING_MATCAP_FLIP_X).
Differential Revision: https://developer.blender.org/D7192
Caused by rB9516921c05bd.
Dont really see a reason to draw overlays here if overlays are disabled.
Looks like this only affects Face/Vertex mask selection drawing [which
should indeed be hidden when overlays are disabled] next to two
exceptions:
- OVERLAY_paint_vertex_cache_populate draws weights as well [D7176 /
T70807 might be related here, but to me it looks like drawing weights
here is actually not needed at all]
- OVERLAY_paint_texture_cache_populate calls
DRW_cache_mesh_surface_texpaint_get [not sure about this one, this is
also called from workbench_cache_texpaint_populate, looks like this is
not needed when overlays are hidden]
Maniphest Tasks: T74096
Differential Revision: https://developer.blender.org/D7179
The removal of duplicate faces that are created during the handling of
degenerate cases was implemented already but didn't work.
This patch should fix some crashes with the solidify complex mode
related to that.
See D7221 for details.
This has some advantages over operator search:
- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
(for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
where appropriate so we can control how the operator runs.
Part of the design task T74157.
This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
More detailed symptoms: there was no curve cache created for an object
which was used by draw manager.
A bit tricky situation, which involves collection instances and their
proxies.
The root of the problem in the dependency graph was that instanced
collections visibility was not updated when object is requested with
different visibility. So what was happening is that one of the objects
was pulled as an indirect dependency of something invisible, so it
built instanced collections as if the instancer is invisible. After
that the same object was built as visible. Before this fix this was
only update object flags, the instanced collections still believed they
are invisible. Since there is no path via relations which would connect
visible object with instanced objects the visibility flush which is
happening during graph finalization did not "fix" the visibility flags.
This change makes it so instanced collections are updating their
visibility when their instancer's visibility is changing to truth.
This is similar to how collections will accumulate their visibility
when same collection is used from multiple ones with different
visibility.
However, this alone wasn't enough to get crash fixed. This marked
collections as visible, but the geometry component of the curve object
was still considering self as invisible.
This is something tricky, since the code which is responsible for this
issue was added as an optimization in afb4da6650. This looks like like
an oversight in that commit since it's rather weird that ID node's
flag would depend on construction order (in "normal" object builder the
ID node's directly_visible flag is initialized to object's visibility).
So it seems logical to get this part of code in sync between "regular"
and "accumulative" object builder.
And last but not least the naming is_directly_visible is old and does
not really represent what it actually mans now: a more correct name
would be "will be used by the draw manager".
Differential Revision: https://developer.blender.org/D7217
When the TAA is finished the screen can still be redrawn by other
operations without the TAA needs to be reset.
If that happened the TAA did add a blank sample to the result.
This patch will add an early exit in the case TAA was finished. Note
that there are still some cases still not working. The overlay engine
can in certain circumstances draw directly into the default_fb what can
lead to render artifacts.
This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.
This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).
Reviewed By: Pablo Vazquez, Julian Eisel
Differential Revision: https://developer.blender.org/D6791
this patch will change the behaviour of the material offset in complex mode to fit simple mode output.
Previously in complex mode this would offset the material of the enire shell,
because when you read the tooltip it says material for new generated geometry.
In complex mode everything is new generated geometry though.
In simple mode on the other hand, this would give you a way to only change the inside faces
material. There may be cases in large modifier stacks where material offset like it is implemented
currently in complex mode may be useful, but it is much more useful in the way it is implemented
by simple mode.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7215
The `build_driver_relations()` function in the depsgraph relations builder
adds relations between drivers that potentially write to the same memory
location. This of course is only useful when there are two or more drivers.
For In Front Objects we need to use the in front depth buffer.
This patch will use the in front depth buffer and also makes sure that
it is filled with the center pixel depth.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7216
When using the image editor the display channels attribute can become
invalid when selecting another image/buffer. This patch will check what
display channels are valid and when an invalid channel is selected it
will fall back to the color channel.
To de-duplicate the code it also introduces a
`ED_space_image_get_display_channel_mask` function that will determine
the valid bitflags for the display channel of a given `ImBuf`.
Started to happen after recent fix for T72632.
Was caused by runtime fields backup doing an early exit in the case the
given ID was never expanded by the Copy-on-Write mechanism, but it was
not done int the backup restore function (since it was not possible to
know "locally").
Now both init() and restore() will do an early exit when the ID had
nothing to be backed up.
On some platforms the stereo viewport rendering was not working. The
issue was that the fragment shader and vertex shaded didn't match. Some
platforms will remove the non-matching in/out parameters and blender
needs to provide only the optimal set of parameters. Other platform
still want to receive data for the parameters that aren't used.
This fix uses the correct vertex shader that matches the fragment shader
making both platforms render the same result.
Fixes an issue with secondary particles being out of sync with the main simulation. Cleaned up the secondary particle code in general too (making sure that all solver attributes - timestep, framelength, etc. - are set correctly).
Actually, the fade objects always fade to Black color, but this is not a good solution.
This patch fade the object to the viewport color.
Differential Revision: https://developer.blender.org/D7206
Back in 2.79 you could either use the debug panel or an
environment variable to override using OpenCL for unsupported
hardware. Which was rather useful for developers when testing
on NVidia just to be sure the CL kernels at-least build properly.
This broke in rB949ab753bb2
This diff restores testing though the CYCLES_OPENCL_TEST
environment variable.
Differential Revision: https://developer.blender.org/D7202
Reviewers: brecht
Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
Parenting in the outliner via drang and drop would always happen without
the 'Keep Transforms' option. Since this is often desired, this adds the
ability to hold Alt for doing this to the drop action.
Adding the hint to hold Alt to the operator name is not nice, but since
the operator name is used for the UI, there doesnt seem to be a nicer
way of doing this.
If modifier keys are needed back for other actions, spawning a menu
instead could be an alternative for the future.
Maniphest Tasks: T74649
Differential Revision: https://developer.blender.org/D7120
It is not guaranteed that with Multires modifier existing there
will be CD_MDISPS and CD_GRID_PAINT_MASK custom data layers.
Fixes assert in the following scenario:
- With default cube, go to edit mode
- Add Multires modifier
- Remove the Multires modifier
The Lens metadata stamped on rendered images was wrong when the camera lens
is animated. This was caused by the render pipeline passing the original
camera to the metadata system, and not the evaluated camera.
When using grease pencil in a stereo rendering the grease pencil objects are
only visible in the left eye. In the viewport it renders both.
Issue is related that `DRW_render_gpencil` only renders a single view. But
`DRW_render_to_image` renders all views. This patch puts this in a loop to
render both eyes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7154
When in editmode faces can be hidden, but in object mode these faces are
still visible. The flag if a face was hidden in edit mode is stored in
object mode, but should not be used.
The edge detection gpu batch did detect hidden faces and didn't add them
to the draw batch. The edge detection gpu batch is used for workbench
shadows, custom bone shapes and object outlines.
This patch adds all faces to the edge detection batch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7157
Mpving utils from idcode to idtype proved to be somewhat painful for
some reasons, but now all looks good.
Had to add a fake/empty shell for the special snowflake too,
`ID_LINK_PLACEHOLDER/INDEX_ID_NULL`...
When RGB images or BW images are converted to a GPU texture and color
space conversion was needed the images were read incorrectly.
This patch checks the correct amount of channels in the image and uses
that as the correct pixel stride.
Is done by considering all base edges infinitely sharp.
In the future can become a different operator option to allow to mix
Catmull-Clark and simple subdivisions. For now just sticking to what
old good Blender versions were doing.
Fixes T74869: Simple subdivision type is not working as it should
The idea is following: only store information about edges which are
1. Communicated to the OpenSubdiv topology.
This rules out all loose edges, as they are not needed for the
propagation process.
2. Correspond to edge from the base mesh.
This avoids storing edges which are generated between inner face.
Those are not to have any sharpness to allow smooth propagation.
There is still possible to have memory peak in some obscure case when
mesh contains a lot of loose edges. It can be optimized further by
utilizing knowledge of the non-loose tags.
The title says it all actually. The test case is to get default cube,
set some edges to non-zero crease, add multires modifier and hit the
"Subdivide" button few times.
The memory footprint might be optimized by not storing information
about inner generated edges.
Both scaling the text itself, as well as scaling the curve wasnt
updating, now added relations for this.
Maniphest Tasks: T74701
Differential Revision: https://developer.blender.org/D7140
Makes it so conversion is centralized in a single place.
We might consider removing any conversion, passing value as-is which
will be easier for I/O scripts to match crease. The downside of that
would be loose of control range in certain qualities and values of
crease.
There shouldn't be any functional changes in this commit.
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.
Reviewed By: fclem, dfelinto
Differential Revision: https://developer.blender.org/D6922
Stereo offscreen rendering has been replaced with stereo viewport
rendering. When an offscreen buffer is used it is only used for mono
rendering.
This patch will remove the second offscreen buffer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7153
This patch moves the NULL check of `actseq` to the correct position, which should happen
before the `channel` is assigned. Otherwise an attempt to call the `sequencer_select_grouped_exec`,
when there is no active sequence and `use_active_channel` set to true, results in a crash.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7170
This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color
Author: Alessio Monti di Sopra <a.monti>
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6883
This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.
How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.
Uses:
- Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
- Storage for strip thumbnails.
- Less RAM needs to be allocated for preview cache
How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D5524
'mirror_gpf_marker()' needs a NULL bGPDframe for initialization [but
still requires a scene to get the marker].
Maniphest Tasks: T74837
Differential Revision: https://developer.blender.org/D7166
To prepare for D6811 small changes were needed.
we can no longer undefine near/far since the windows
headers use those extensively.
some of the imbuf files need to include the windows
headers explicitly to make sure it builds.
Unlike Linux where fseek/tell will be either 32 or 64 bit
depending on the target platform, it will always be 32 bit
on windows.
We had some macro magic in BLI_winstuff.h that substituted
them for 64 bit versions, but that is upsetting the system
headers if they get included after BLI_winstuff.h which
is problematic for D6811.
This diff adds proper functions in blenlib and updates
all calls that were using the BLI_winstuff.h header to
gain 64 bit file IO.
note: Anything that was using the 32 bit versions (ie not
including BLI_winstuff.h) will still be using the 32 bit
versions, which is perhaps a good code quality Friday project.
Differential Revision: https://developer.blender.org/D7160
Reviewers: brecht dfelinto
Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.
This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.
Reviewed By: brecht , dfelinto
Differential Revision: http://developer.blender.org/D7164
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds
The last two are Cycles only currently.
Ref T73201
By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.
New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader
Differential Revision: https://developer.blender.org/D1777
Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.
Ref T73201
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.
The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.
Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.
This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.
Differential Revision: https://developer.blender.org/D3837
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
Extends Ghost to include an abstraction for OpenXR, which I refer to as
Ghost-XR. Such an API is the base for the following commit, which introduces VR
support to Blender.
Main features:
* Simple and high-level interface for Blender specific code to call.
* Extensible for muliple graphics backends, currently OpenGL and a DirectX
compatibility layer are supported.
* Carefully designed error handling strategy allowing Blender to handle errors
gracefully and with useful error messages.
* OpenXR extension and API-layer management.
* OpenXR session management.
* Basic OpenXR event management.
* Debug utilities for Ghost-XR and OpenXR
For more information on this API, check
https://wiki.blender.org/wiki/Source/Interface/XR.
Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D6188
RE_engine_register_pass is sometimes in the headers with type
as an integer parameter, sometimes as eNodeSocketDatatype.
This caused warnings, the root cause was makesrna was not able
to generate the proper type for enums and defaulted to int.
makesrna has been extended with the RNA_def_property_enum_native_type
that allows telling makesrna the native type of an enum, if set it
will be used otherwise it will still fall back to int.
Differential Revision: https://developer.blender.org/D7117
Reviewed By: brecht
The initial code from earlier from today didn't really work reliable
since it is not possible to apply virtual modifiers but not the real
multires one (in a situation like mesh with shapekeys and multires).
New code uses less memory and has better performance for the case
when there are actual modifiers leading the multires. The case when
there is only multires will not be as performant as possible at this
moment.
The parenting was using the old logic, but with new engine the draw is done using eval data.
Fixed the depsgraph relationship missing with bones to get an update when the bone is transformed.
Also fixed Snap cursor to Selected
BKE_ocean.h uses the bool type without including stdbool.h
counting on someone else including that before it.
With D6811 enabling automatic sorting of the includes
this can no longer be counted on. This changes includes
stdbool.h in BKE_ocean.h so it can build without being
depended on others including the right headers before it.
Fix crash when the operator search is used while no active object exists. The cause of the issue is an attempt to dereference `ob` when it is `NULL`. Therefore this patch checks the return value of `SCULPT_mode_poll()` first, to ensure that `ob` isn't `NULL`.
Reviewed By: pablodp606
Maniphest Tasks: T74838
Differential Revision: https://developer.blender.org/D7156
The code would have break the first (deform only) modifiers
once the index is reached, but it will not prevent second
loop (over remaining modifiers) from run.
This was applying deform modifier twice in some conditions:
having single deform modifier and calculating deformed mesh
up to the first modifier (index=0).
Use full argument name.
Also order arguments in the generosity order: from depsgraph
(which has everything) to object (which contains multires)
specific multires modifier.
The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
Unreported Crash. When hidden faces are active (retopology) the depth
test could fail as the default framebuffers aren't set. This patch will
check if we are rendering a depth only and skip the clearing of the
buffer.
With this change baking jobs will be aborted faster. The user will not have to wait for the current frame to finish baking. The bake job will exit early and discard the incomplete frame.
This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
Extract will steal all depsgraphs currently stored in given bmain, and
restore will put them back in place, using scene and viewlayers as keys.
Preliminary work for undo-speedup.
Part of T60695/D6580.
Mask extract modifies the topology when adding the boundary loop, so
previous face sets may not be correct in the new mesh. Remove the face
sets datalayer and let sculpt mode rebuild it when entering sculpt mode
in the new object.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7129
The previous behaivour didn't make sense as sculpt mode was still active
when switching to the new object, so it was rendering inconrrectly.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7130
The face set color variable needs to be declared inside of the loop in
order to reset it per iteration.
Reviewed By: jbakker
Maniphest Tasks: T74626
Differential Revision: https://developer.blender.org/D7096
Small UX fix. When hidding everything but the active face set with H,
the last stroke lotation center can be in a part of the model that is
hidden, so viewport navigation becomes confusing until you start a new
stroke on the visible face set. Now the viewport navigation rotation
center is updated to the active vertex when using a visibility operation
that uses it, so it always rotates using the visible face set as the
origin.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7137
`ANIM_animdata_update()` did not sort grease pencil frames. A
pre-existing comment stated this wouldn't be necessary as
`posttrans_gpd_clean()` already does this. However, this is only
applicable when the change is performed via the transform system. The
mirror operator doesn't call `posttrans_gpd_clean()`, invalidating the
assumption in the comment.
I moved the sorting code into `BKE_gpencil_layer_frames_sort()`, which
is now called from both `ANIM_animdata_update()` and
`posttrans_gpd_clean()`.
This commit adds 7 themes submitted by the community on Devtalk. These themes both serve specific purposes, provide a greater variety in look & feel, and serve as welcoming homes for users coming on board from other packages. This is the initial commit, but these themes can be continuously updated over time to fix issues and keep them up to date with changes.
Thanks to all contributors, and in particular the makes of the picked themes: Pierre Schiller, Edward Agwi, Vojtěch Lacina, Michail Soluyanov, Jason van Gumster, Mr Wax Police & Jonathan Lampel.
An overview is here: https://developer.blender.org/T74360
This patch fixes various problems of alignment and element backdrops for
the animation channels drawing, mainly in the Graph editor but also for
grease pencil and mask layers in the Dope Sheet.
Reviewed By: billreynish, sybren
Differential Revision: https://developer.blender.org/D5204
This fix jitter of overlay and GPencil. But I'm not sure this should
be the responsibility of the subsequent draw engines or the responsibility
of the current engine to reset the view.
Test specs are read from strings, and there was a comma instead
of a decimal point, and then an extra decimal point in the Quad0 test.
This test has been flaky on Windows buildbot. Perhaps this is why.
- Remove Shift for drawing poly-lines, just as in the default keymap
- Use consistent hotkeys for size and strength radial controls
- Fix some bugs/missing items from the GP merge
selections
Previously this was only supported in single click selections, doing an
island selection with box/circle/lasso would just select individual
vertices instead. Now selects islands properly.
This also unifys some logic between box/circle/lasso:
- use early selection test from lasso [makes things faster] in box/
circle
- circle wasnt checking visible face
- Add icons for Sculpt Cloth, Clay Thumb and Draw Face Sets, as well as GP Tint, Replace and Transform Fill tools
- Tweak icons for Sculpt Rotate, Pinch, Multiplane Scrape, Inflate, Blob, Draw Sharp, based on feedback on Devtalk
Fixed memory leak that showed up after the original issue (crash) had been fixed in 93ac4709eb. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly.
This commit also removes the workaround (f3a33a9298) that disabled light cache bakes for fluid objects.
The `check_is_animated()` function will be used by the upcoming Alembic
exporter as well. There is nothing USD-specific in the function.
No functional changes.
Owner of filelisting job was changed, without proper update of all
access/usages of that owner to reach the job, leading to failure of
timer removal from the WM, and attempt to double-free the job...
Caused by rB2c4dfbb00246ff.
The issue was that we were creating temporary mesh copies and storing
them in bmain and then later using BKE_mesh_nomain_to_mesh which would
add them to bmain once more (duplicates).
This would lead to crashes later as the custom data of the mesh could be
trashed quite easily.
Was happening when object does not have CD_MDISPS allocated yet.
Need to make sure totdisp and level is specified on CD_MDISPS data
prior to loading (as the load expects them to be properly set).
Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
This change fixes artifacts produced by these operations.
On a technical aspect this is done by porting all of the operations
to the new subdivision surface implementation which ensures that
tangent space used to evaluate modifier and those operations is
exactly the same (before modifier will use new code and the operations
will still use an old one).
The next step is to get sculpting on a non-top level to work, and
that actually requires fixes in the undo system.
Makes it work better "out of the box" for irregular topology like
Suzanne mesh.
There might be some performance impact on non-regular meshes, but
those are not very common usecase for multires and for those its
always possible to lower the quality if needed.
Loose vertices and vertices of loose edges callback was not working
correct if some of other callbacks were set to NULL.
Was caused by missing bitmask set in the callbacks which were set
to NULL.
Allow to mark individual vertices as infinitely sharp even if there is
no full topology and no access to edges: infinite sharp vertices do not
need connectivity information.
This allows fast access to various arrays in the Python API.
Most notably, `image.pixels` can be accessed much more efficiently now.
**Benchmark**
Below are the results of a benchmark that compares different ways to
set/get all pixel values. I do the tests on 2048x2048 rgba images.
The benchmark tests the following dimensions:
- Byte vs. float per color channel
- Python list vs. numpy array containing floats
- `foreach_set` (new) vs. `image.pixels = ...` (old)
```
Pixel amount: 2048 * 2048 = 4.194.304
Byte buffer size: 16.8 mb
Float buffer size: 67.1 mb
Set pixel colors:
byte - new - list: 271 ms
byte - new - buffer: 29 ms
byte - old - list: 350 ms
byte - old - buffer: 2900 ms
float - new - list: 249 ms
float - new - buffer: 8 ms
float - old - list: 330 ms
float - old - buffer: 2880 ms
Get pixel colors:
byte - list: 128 ms
byte - buffer: 9 ms
float - list: 125 ms
float - buffer: 8 ms
```
**Observations**
The best set and get speed can be achieved with buffers and a float image,
at the cost of higher memory consumption. Furthermore, using buffers when
using `pixels = ...` is incredibly slow, because it is not optimized.
Optimizing this is possible, but might not be trivial (there were multiple
attempts afaik).
Float images are faster due to overhead introduced by the api for byte images.
If I profiled it correctly, a lot of time is spend in the `[0, 1] -> {0, ..., 255}`
conversion. The functions doing that conversion is `unit_float_to_uchar_clamp`.
While I have an idea on how it can be optimized, I do not know if it can be done
without changing its functionality slightly. Performance wise the best solution
would be to not do this conversion at all and accept byte input from the api
user directly, but that seems to be a more involved task as well.
Differential Revision: https://developer.blender.org/D7053
Reviewers: JacquesLucke, mont29
The code was copied from the Alembic exporter, and some of the options are
no longer used.
Not updating the Alembic exporter itself, as this will be done in a much
larger rewrite.
Both are doing almost the same and can be merged. This reduce complexity for user and less code to maintain.
Reviewed By: mendio, pepeland, fclem
Differential Revision: https://developer.blender.org/D7134
The Deform modifiers was reallocating buffers that only fit the vertices
of the inner loop. This patch first counts the maximum needed buffer and
allocates one.
When using the daily dweebs animation file the playback performance went
from 0.66 fps to 0.93 fps.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D7132
If one of the faces connected to a vertex is hidden in the face sets, we
can assume that the vertex is part of a boundary edge, so it should be
cosidered like that in all automasking and edge detection functions.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7126
The idea of the visibility system is that tools should behave like
hidden vertices do not exist, so the flood fill operation should ignore
hidden vertices for all operators.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7125
The face set ID is sequential, so implementing this was straightforward.
Suggested by Jeroen Bakker
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7123
The face_set_set function which sets a face sets given a vertex index
can ignore all modifications to hidden face sets, so we can skip all
vertex visibility checks outside that function. This makes the code
faster, simpler and fixes multiple bugs.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7122
The previous solution was also working fine as the white face set has no
meaning, but now it is a little bit more random. Also, bigger face sets
have more chance of getting the white color.
Reviewed By: jbakker
Maniphest Tasks: T74646
Differential Revision: https://developer.blender.org/D7111
The mesh provided in the report has 0 area faces and overlapping
vertices, causing the relax code to fail when calculating the plane to
constraint the vertex movement. Now it works fine both in the brush and
in the mesh filter.
Reviewed By: jbakker
Maniphest Tasks: T74648
Differential Revision: https://developer.blender.org/D7109
If the relax mesh filter was used on a non manifold mesh with open
boundaries, all the vertices were relaxed and the mesh was shrinking.
This was an unintended behavior that was making the filter unusable with
these meshes.
The mesh filter is now initializing an automasking buffer using the same
boundary automasking function from the brush code. Now edges are
preserved and the relax filter works as it should.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7097
Embedded data should always be considered as outside of Main database
here.
Note that it's a bit of an edge case to decide whether those should
always have their `LIB_TAG_NOMAIN` set too, or not? For now, let's keep
things as they are here.
The behaviour of GP layers is the same as annotation layers: they show
in the dope sheet regardless of whether they have frames or not. This is
easily resolved by adding some extra filtering.
Part of the function was following an "if-ok: do-this" pattern, and then
mid-function switched to a "if-bad: skip" pattern. The function now just
uses the latter.
No functional changes.
Some draw state bits are mutual exclusive. This patch will free some
draw state bits by packing the mutual exclusive bits in a mask.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7088
- Use typed enum for line_data callback.
- Pass in 'const' arguments where possible.
- Use 'r_' prefix for return arguments.
- Remove unused return value from line_get callback.
- Remove redundant casts.
This extends the ocean modifier to add new spectra
(Pierson-Moskowitz, Jonswap, TMA).
These models are very different to the Phillips spectrum.
They are intended for more established,
large area, oceans and/or shallow water situations.
Bullet currently generates the majority of the warnings
on windows all of them are silly. This patch disables
all warns from bullet for now.
We should revisit this if/when we update bullet
to a newer version.
Reviewed By: sergey brecht
Differential Revision: https://developer.blender.org/D7118
`google::LogMessageFatal::~LogMessageFatal` calls `abort`
which MSVC correctly identifies as 'not returning'
and warns about a potential memory leak.
Given this is intended behaviour and glog is not overly
concerned with shutting down the process nicely, we
can safely ignore this warning.
Rather than passing around void pointers, various Blender image sources now
subclass this. OIIO is also just another type of image loader.
Also fixes T67718: Cycles viewport render crash editing point density settings
This is mostly straightforward, but required some refactoring to ensure that
the default volume material does not always turn on the volume feature for GPU
rendering.
printf is called for a size_t (64 bit on x64) type
but the formatter is `%lu` (32 bit) leading to a
warning with MSVC.
`%zu` is the appropriate formatter.
Was happening when having compositor open with Viewer node attached
directly to Render Layers output.
There were two things involved here:
1. The code which was storing CoW-ed versions of IDs was checking all
IDs for whether they are expanded or not. This was causing access
of freed memory for deleted IDs which do not need CoW (such as IM).
Simple fix: store ID type as a scalar and use early check before
doing more elaborate check based on accessing fields of id_cow.
2. The code which was ensuring view layer pointer is doing CoW for
scene. This isn't an issue on its own, but scene might have an
embedded ID such as compositor which was actually traversed by the
ID remap routines. This was causing remapping procedure to go into
non-updated copy of compositor, accessing freed Viewer image ID.
Solved by not recursing into embedded IDs for datablocks as those
are supposed to have own copy-on-write operations which takes care
of re-mapping.
Reported my Bastien, and also pair-coded with him.
For debug builds we link the against the release mode libs
for C based libraries, which are technically linked against
a different CRT, which the linker will implicitly try to link.
Which results in a linker warning about mixing the debug/release CRT.
This patch prevents the implicit linking of the release
CRT in debug configurations for sub projects that had issues
with it.
We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.
This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.
Differential Revision: https://developer.blender.org/D7066
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
Casting a 64 bit pointer to a 32 bit DWORD gave 2 warnings.
Solved by storing the actual DWORD in the registry table.
Would have preferred to use a union, but C++ doesn't let you
initialize anything other than the first field, and C99 style
initializers are not supported until C++20, so this solution
will have to do until then.
Update Dopesheet header to include missing buttons, remove Scene Active only buttton and also removed duplicated search box.
The removed options come from old 2.7x version and they are not required now.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7107
Select Similar Group and Select Similar Shape had this issue since they
were added. Basically it assumes there is pose data which in some cases
it does not.
This has no user visible impact yet since smoke volumes only support a fixed
set of attributes, but will become important with the new volume object.
For GPU shader compilation, volume grids are now handled separately from
image textures. They are somewhere between a vertex attribute and an image
texture, basically an attribute that is stored as a texture.
Differential Revision: https://developer.blender.org/D6952
This is more in line with standard grids and means we don't have to make
many special exceptions in the upcoming change for arbitrary number of volume
grids support in Eevee.
The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density so that black smoke would
be invisible. This can change the look of smoke in workbench significantly.
When using the color grid when smoke has a constant color, the color grid
will no longer be premultiplied by the density. If the color is constant
we want to be able not to store a grid at all. This breaks one test for
Cycles and Eevee, but the setup in that test using a color without density
does not make sense. It suffers from artifacts since the unpremultiplied
color grid by itself will not have smooth boundaries.
Differential Revision: https://developer.blender.org/D6951
Issue revealed by own recent cleanup in rB8820ab4, and moticed by
@brecht, thanks.
Note that am not 100% sure whether we should allow call on lib_query
without a proper valid owner_id, for embedded data-blocks. But this can
be investifated later, so far things have been working like that.
'Private' can be a rather confusing term, especially when considering
its meaning in programming languages.
So now root node trees and master collections are 'embedded' IDs
instead.
The former is always a real, in-Main data-block, while the later, when
different, should be one of those embedded 'private' IDs (like root node
ree or master collection).
- Move gpuPush/Pop from GPU_draw.h into GPU_state.h
as this is for pushing/popping state.
- Add 'GPU_STANDALONE' define, to bypass use of user-preferences
for theme colors and pixelsize, as well as pbvh init/free functions.
Needed to get GHOST tests working again.
I've added a very minimal mesh validation before the Alembic mesh is actually
converted to a Blender mesh. This prevents a specific crash with an example
file attached to T74200.
A default face set color was not being set in previously saved meshes,
so it will always render the default face set with a random color until
the colors were recalculated.
Bump subversion to 283.8
Reviewed By: dfelinto
Maniphest Tasks: T74613
Differential Revision: https://developer.blender.org/D7094
Good to be explicit about the fact that we may still use the pixel
property sub-type when DPI will be applied.
See comments in https://developer.blender.org/D7077.
The 3D view grid size property is a multiplier, not the size of the grid itself.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7085
The Extrapolation Mode menu in the graph editor channel list was
incorrectly using the operator for the Action/Dopesheet editor. The
operator was even missing in the generic dopesheet hotkeys, so
{key Shift E} was listed as hotkey but didn't work. This is now all
fixed.
EasingType was implemented rBdaccaa713b6e for the GraphEditor (but never
made it to the Dopesheet). If you can select Easing Mode in the
DopeSheet, then you should also be able to select the associated Easing
Type.
Thanks @lichtwerk for the initial implementation.
Maniphest Tasks: T65076
Differential Revision: https://developer.blender.org/D6094
Caused by the introduction of UDIM (rBc30d6571bb47).
We need to make sure the tiles ImageUser is set up correctly [especially
the framenr], otherwise BKE_image_acquire_ibuf() and friends will fail
to find the correct ImBuf.
Also instead of initializing a minimal BKE_imageuser_default, now use
an appropriate ImageUser if avaliable and pass this around (instead of
just the tile_number). 2D painting can reuse the Image Editor ImageUser,
for 3D painting we still rely on a default ImageUser in most places, but
at least set the framenr correctly].
This also fixes crashes when doing image operations such as inverting or
resizing on images in a sequence in the Image Editor.
This also fixes color sampling (S) from the 3DView going wrong for image
sequences (would fallback to OpenGL sampling because an ImBuf could not
be found).
Maniphest Tasks: T74425
Differential Revision: https://developer.blender.org/D7022
This started happening after changing filter ID to 64 bit in rB2841b2be3949,
however there was a pre-existing error here in the comparison to detect updates
to filter flags.
When scaling the root bone of a rig to apply a global scale, the
corrective smooth modifier results in wrong deformation due to incorrect
scaling. The delta calculations are not taking into account any scale
value.
To fix it, a scale property is added to the modifier, allowing to set
manually the scale value for the deltas by simply multiplying the
vectors by this value. There is a similar implementation in Maya's Delta
Mush deformer. This property can be for example driven by the scale of
the root bone of the rig, to dynamically update when the animator scale
this bone.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D6622
When user used a custom background color, this color was also visible in
material preview mode, when the world opacity was less than 1. This
patch will draw the theme color as it was used to.
It seems like OSX drivers are using standard attributes for passing
gl_VertexID and gl_InstanceID to the vertex shader, and count them in the
limit of MAX_VERTEX_ATTRIBS.
This patch make sure to never use more than 13 attributes by packing some
attributes together.
I could not reproduce the issue, but it looks like it was produced by
this division by 0. In any case, the code here was wrong.
Reviewed By: jbakker
Maniphest Tasks: T74354
Differential Revision: https://developer.blender.org/D6987
This automasking option protects the open boundary edges of the mesh from the brush deformation. This is needed to sculpt cloths and it works nicely with the cloth brush.
It has a Propagation Steps property that controls the falloff of the mask from the edge.
Limitations:
- The automask is recalculated at the beginning of each stroke, creating a little bit of lag in high poly meshes, but it is not necessary. This can be fixed in the future by caching the edge distances, increasing a little bit the complexity of the code.
- The boundary vertex detection in meshes is not ideal and it fails with triangulated geometry, but it is the same as in the smooth brush. After fixing this, we should refactor the smooth brush to use the API and let the automasking option manually control the affected vertices.
- It does not work in Multires (it needs to be implemented in the API). The smooth brush in Multires is also not making boundary vertices.
- The falloff has a visible line artifact on grid patterns. We can smooth the final automasking factors several iterations, but it will make the initialization much slower. This can also be added in the future if we decided to cache the distances.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6705
This only applies to the case where preferences are opened as an editor in
a workspace, not with Edit > Preferences in a new window.
Differential Revision: https://developer.blender.org/D7001
This introduces a variable to store a face set ID which is going to be
rendered white. When initializing a mesh or randomizing the colors, this
variable gets updated to always render a white face set. This way the
face set overlay can be enabled without adding colors to the mesh if
face sets are not in use. After creating the first face set, new colors
are generated randomly like usual.
The face set stored as default does not have any special meaning for
tools or brushes, it just affects the rendering color.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7035
This enables a relax operation that works only on face sets boundaries,
which smooths the jagged edges that are produced when painting or
expanding face sets by sliding the topology without affecting the shape
of the mesh. This has many uses in hard surface sculpting for things
like sculpting panels or smoothing surfaces. It can also help when
working with remeshed topology as it makes the face sets looks better
and more organized if needed.
The operation is implemented as an Shift smooth in the Draw Face sets
tool, similar to the Slide/Relax tool.
The same operation is also available in the mesh filter to smooth all
the face sets boundaries uniformly or to smooth the face set under the
cursor with the Use Face Sets option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7034
The cloth brush was not using the automasking values when calculating
the mask value on each vertex.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7083
Was crashing SculptSession data will not longer be valid if the total
number of polys is modified when rendering the mesh again.
This deletes all face sets in the mesh when slicing the mask. I'll try
to add code to generate a new face set in with faces that are created
when filling the holes, but for now this avoids the crash.
Reviewed By: brecht
Maniphest Tasks: T74500
Differential Revision: https://developer.blender.org/D7049
Create face sets by visibility needs to check if all face sets of a
vertex are visible to set the new face set. I renamed the functions to
make this more cleare in the API.
I also added a visibility check when creating by mask to avoid modifying
hidden areas.
Reviewed By: brecht
Maniphest Tasks: T74499
Differential Revision: https://developer.blender.org/D7048
Hardness is now a property implemented for all brushes, so this is no
longer needed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7078
The operator was resetting the mask data when cancelling instead of the
face set data, so it was crashing because mask data was not available
when starting the operator in expand face set mode.
Reviewed By: brecht
Maniphest Tasks: T74492
Differential Revision: https://developer.blender.org/D7043
This way we can change the color generation easily if we want to improve
it in the future. I also added more values to randomize a little bit the
saturation and value of the colors, as previously it was too easy to get
similar colors when creating new faces, forcing you to use the randomize
colors more than necessary.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7042
The problem happens because, in wireframe mode, `bool use_wire` is
always `true`, so the function that draws all edges is the called.
The solution is set `use_wire` as `false` when the mesh has no edges.
This matches the behavior of blender 2.79.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7041
This has been long standing TODO...
Note that remaining usages of BKE_xxx_delete should all be carefully
checked for and utilmately nuked in favor of `BKE_id_delete()`, think we
still have quiet a few bugs hidden in those (code seems to usually
assume those functions do a full ID deletion, which is not the case).
Only covers direct usages of new callbacks from IDTypeInfo.
We still have a lot of those switch/case, many can probably go away
with minimal refactor now, but that will be for later.
In rB7c5a44c71f13 I changed the way transform matrices are loaded from
Alembic. Instead of having the Alembic importer convert matrices from
local (in the Alembic file) to World (to pass to the constraint handling
the animation of transforms), I set the constraint space to
`CONSTRAINT_SPACE_LOCAL`.
This worked thanks to rB7728bfd4c45c. However, that commit was reverted,
which meant that for parentless objects `CONSTRAINT_SPACE_LOCAL` no
longer means "local space".
The situation is resolved by setting the constraint to world space
again, and computing the world matrix in the Alembic importer.
Steps to reproduce were:
* Disable tool settings region in 3D View (View > Tool Settings)
* Split the 3D View and drag all the way down
The removed code doesn't seem to be needed anymore. Tested this on hiDPI
too, seems fine.
These kind of fixes are always tricky, so I wouldn't be surprised if
there are any issues caused by this.
The issue of T72253 was that the density threshold (RNA adapt_threshold) was considering cells as empty cells too early and thus also shrinking the domain too early. The fix for this is to use smaller threshold values for the adaptive domain. This fix gives more flexibility in the UI to do just that.
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
Unused no-op operation nodes are not bound to a callback function, and
have no outgoing relations. Incoming relations of such nodes are removed
since ff60dd8b18. However, this was done
too broadly, causing too many relations to be lost and indirectly linked
objects to be unevaluated.
This commit introduces a `DEPSOP_FLAG_FAKE_USER` flag for operation
nodes, which indicates they are not to be removed, even when they appear
to be unused.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7074
Apparently this happened when the object is in a flat view and has
customdata `CD_SCULPT_FACE_SETS`
Differential Revision: https://developer.blender.org/D7073
2020-03-09 12:00:11 -03:00
2756 changed files with 97252 additions and 87959 deletions
echo Visual Studio is detected but the "Desktop development with C++" workload has not been instlled
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echo Visual Studio is detected but no suitable installation was found.
echo.
echo Check the "Desktop development with C++" workload has been installed.
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echo If you are attempting to use either Visual Studio Preview version or the Visual C++ Build tools, Please see 'make help' on how to opt in to those toolsets.
The C and Python binding for audaspace were designed with simplicity in mind. This means however that to use the full capabilities of audaspace, there is no way around the C++ library.
The C and Python binding for audaspace were designed with simplicity in mind.
This means however that to use the full capabilities of audaspace,
there is no way around the C++ library.
Simple Demo
-----------
The **simple.py** example program contains all the basic building blocks for an application using audaspace. These building blocks are basically the classes :class:`aud.Device`, :class:`aud.Sound` and :class:`aud.Handle`.
The **simple.py** example program contains all the basic
building blocks for an application using audaspace.
These building blocks are basically the classes :class:`aud.Device`,
:class:`aud.Sound` and :class:`aud.Handle`.
We start with importing :mod:`aud` and :mod:`time` as the modules we need for our simple example.
We start with importing :mod:`aud` and :mod:`time`
as the modules we need for our simple example.
..code-block::python
#!/usr/bin/python
importaud,time
The first step now is to open an output device and this can simply be done by allocating a :class:`aud.Device` object.
The first step now is to open an output device and this
can simply be done by allocating a :class:`aud.Device` object.
..code-block::python
device=aud.Device()
To create a sound we can choose to load one from a :func:`aud.Sound.file`, or we use one of our signal generators. We decide to do the latter and create a :func:`aud.Sound.sine` signal with a frequency of 440 Hz.
To create a sound we can choose to load one from a :func:`aud.Sound.file`,
or we use one of our signal generators. We decide to do the latter
and create a :func:`aud.Sound.sine` signal with a frequency of 440 Hz.
..code-block::python
sine=aud.Sound.sine(440)
..note:: At this point nothing is playing back yet,:class:`aud.Sound` objects are just descriptions of sounds.
..note:: At this point nothing is playing back yet,
:class:`aud.Sound` objects are just descriptions of sounds.
However instead of a sine wave, we would like to have a square wave to produce a more retro gaming sound. We could of course use the :func:`aud.Sound.square` generator instead of sine, but we want to show how to apply effects, so we apply a :func:`aud.Sound.threshold` which makes a square wave out of our sine too, even if less efficient than directly generating the square wave.
However instead of a sine wave, we would like to have a square wave
to produce a more retro gaming sound. We could of course use the
:func:`aud.Sound.square` generator instead of sine,
but we want to show how to apply effects,
so we apply a :func:`aud.Sound.threshold`
which makes a square wave out of our sine too,
even if less efficient than directly generating the square wave.
..code-block::python
@@ -40,13 +56,19 @@ However instead of a sine wave, we would like to have a square wave to produce a
..note:: The :class:`aud.Sound` class offers generator and effect functions.
The we can play our sound by calling the:func:`aud.Device.play` method of our device. This method returns a :class:`aud.Handle` which is used to control the playback of the sound.
The we can play our sound by calling the
:func:`aud.Device.play` method of our device.
This method returns a :class:`aud.Handle`
which is used to control the playback of the sound.
..code-block::python
handle=device.play(square)
Now if we do nothing else anymore the application will quit immediately, so we won't hear much of our square wave, so we decide to wait for three seconds before quitting the application by calling :func:`time.sleep`.
Now if we do nothing else anymore the application will quit immediately,
so we won't hear much of our square wave,
so we decide to wait for three seconds before
quitting the application by calling :func:`time.sleep`.
..code-block::python
@@ -55,29 +77,47 @@ Now if we do nothing else anymore the application will quit immediately, so we w
Audioplayer
-----------
Now that we know the basics of audaspace, we can build our own music player easily by just slightly changing the previous program. The **player.py** example does exactly that, let's have a short look at the differences:
Now that we know the basics of audaspace,
we can build our own music player easily
by just slightly changing the previous program.
The **player.py** example does exactly that,
let's have a short look at the differences:
Instead of creating a sine signal and thresholding it, we in fact use the :func:`aud.Sound.file` function to load a sound from a file. The filename we pass is the first command line argument our application got.
Instead of creating a sine signal and thresholding it,
we in fact use the :func:`aud.Sound.file` function to load a sound from a file.
The filename we pass is the first command line argument our application got.
..code-block::python
sound=aud.Sound.file(sys.argv[1])
When the sound gets played back we now want to wait until the whole file has been played, so we use the :data:`aud.Handle.status` property to determine whether the sound finished playing.
When the sound gets played back we now want to wait until
the whole file has been played, so we use the :data:`aud.Handle.status`
property to determine whether the sound finished playing.
..code-block::python
whilehandle.status:
time.sleep(0.1)
We don't make any error checks if the user actually added a command line argument. As an exercise you could extend this program to play any number of command line supplied files in sequence.
We don't make any error checks if the user actually added a command
line argument. As an exercise you could extend this program to play
any number of command line supplied files in sequence.
Siren
-----
Let's get a little bit more complex. The **siren.py** example plays a generated siren sound that circles around your head. Depending on how many speakers you have and if the output device used supports the speaker setup, you will hear this effect. With stereo speakers you should at least hear some left-right-panning.
Let's get a little bit more complex. The **siren.py** example
plays a generated siren sound that circles around your head.
Depending on how many speakers you have and if the output
device used supports the speaker setup, you will hear this effect.
With stereo speakers you should at least hear some left-right-panning.
We start off again with importing the modules we need and we also define some properties of our siren sound. We want it to consist of two sine sounds with different frequencies. We define a length for the sine sounds and how long a fade in/out should take. We also know already how to open a device.
We start off again with importing the modules we need and
we also define some properties of our siren sound.
We want it to consist of two sine sounds with different frequencies.
We define a length for the sine sounds and how long a fade in/out should take.
We also know already how to open a device.
..code-block::python
@@ -88,27 +128,35 @@ We start off again with importing the modules we need and we also define some pr
device=aud.Device()
The next thing to do is to define our sine waves and apply all the required effects. As each of the effect functions returns the corresponding sound, we can easily chain those calls together.
The next thing to do is to define our sine waves and apply all the required effects.
As each of the effect functions returns the corresponding sound,
The next step is to connect the two sines, which we do using the :func:`aud.Sound.join` function.
The next step is to connect the two sines,
which we do using the :func:`aud.Sound.join` function.
..code-block::python
sound=high.join(low)
The generated siren sound can now be played back and what we also do is to loop it. Therefore we set the :data:`aud.Handle.loop_count` to a negative value to loop forever.
The generated siren sound can now be played back and what we also do is to loop it.
Therefore we set the :data:`aud.Handle.loop_count` to a negative value to loop forever.
..code-block::python
handle=device.play(sound)
handle.loop_count=-1
Now we use some timing code to make sure our demo runs for 10 seconds, but we also use the time to update the location of our playing sound, with the :data:`aud.Handle.location` property, which is a three dimensional vector. The trigonometic calculation based on the running time of the program keeps the sound on the XZ plane letting it follow a circle around us.
Now we use some timing code to make sure our demo runs for 10 seconds,
but we also use the time to update the location of our playing sound,
with the :data:`aud.Handle.location` property, which is a three dimensional vector.
The trigonometic calculation based on the running time of the program keeps
the sound on the XZ plane letting it follow a circle around us.
..code-block::python
@@ -119,33 +167,54 @@ Now we use some timing code to make sure our demo runs for 10 seconds, but we al
As an exercise you could try to let the sound come from the far left and go to the far right and a little bit in front of you within the 10 second runtime of the program. With this change you should be able to hear the volume of the sound change, depending on how far it is away from you. Updating the :data:`aud.Handle.velocity` property properly also enables the doppler effect. Compare your solution to the **siren2.py** demo.
As an exercise you could try to let the sound come from the far left
and go to the far right and a little bit in front of you within the
10 second runtime of the program. With this change you should be able
to hear the volume of the sound change, depending on how far it is away from you.
Updating the :data:`aud.Handle.velocity` property properly also enables the doppler effect.
Compare your solution to the **siren2.py** demo.
Tetris
------
The **tetris.py** demo application shows an even more complex application which generates retro tetris music. Looking at the source code there should be nothing new here, again the functions used from audaspace are the same as in the previous examples. In the :func:`parseNote` function all single notes get joined which leads to a very long chain of sounds. If you think of :func:`aud.Sound.join` as a function that creates a binary tree with the two joined sounds as leaves then the :func:`parseNote` function creates a very unbalanced tree.
The **tetris.py** demo application shows an even more
complex application which generates retro tetris music.
Looking at the source code there should be nothing new here,
again the functions used from audaspace are the same as in the previous examples.
In the :func:`parseNote` function all single notes get joined which leads
to a very long chain of sounds. If you think of :func:`aud.Sound.join`
as a function that creates a binary tree with the two joined sounds as
leaves then the :func:`parseNote` function creates a very unbalanced tree.
Insted we could rewrite the code to use two other classes::class:`aud.Sequence` and :class:`aud.SequenceEntry` to sequence the notes. The **tetris2.py** application does exactly that. Before the while loop we add a variable that stores the current position in the score and create a new :class:`aud.Sequence` object.
Insted we could rewrite the code to use two other classes:
:class:`aud.Sequence` and :class:`aud.SequenceEntry` to sequence the notes.
The **tetris2.py** application does exactly that.
Before the while loop we add a variable that stores the current position
in the score and create a new :class:`aud.Sequence` object.
..code-block::python
position=0
sequence=aud.Sequence()
Then in the loop we can create the note simply by chaining the:func:`aud.Sound.square` generator and :func:`aud.Sound.fadein` and :func:`aud.Sound.fadeout` effects.
Then in the loop we can create the note simply by chaining the
:func:`aud.Sound.square` generator and :func:`aud.Sound.fadein`
The entry returned from the :func:`aud.Sequence.add` function is an object of the :class:`aud.SequenceEntry` class. We can use this entry to mute the note in case it's actually a pause.
The entry returned from the :func:`aud.Sequence.add`
function is an object of the :class:`aud.SequenceEntry` class.
We can use this entry to mute the note in case it's actually a pause.
..code-block::python
@@ -158,9 +227,14 @@ Lastly we have to update our position variable.
position+=length
Now in **tetris2.py** we used the :data:`aud.SequenceEntry.muted` property to show how the :class:`aud.SequenceEntry` class can be used, but it would actually be smarter to not even create a note for pauses and just skip them. You can try to implement this as an exercise and then check out the solution in **tetris3.py**.
Now in **tetris2.py** we used the :data:`aud.SequenceEntry.muted`
property to show how the :class:`aud.SequenceEntry` class can be used,
but it would actually be smarter to not even create a note for pauses and just skip them.
You can try to implement this as an exercise and then check out the solution in **tetris3.py**.
Conclusion
----------
We introduced all five currently available classes in the audaspace Python API. Of course all classes offer a lot more functions than have been used in these demo applications, check out the specific class documentation for more details.
We introduced all five currently available classes in the audaspace Python API.
Of course all classes offer a lot more functions than have been used in these demo applications,
check out the specific class documentation for more details.
@@ -361,6 +361,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Noise level step to stop sampling at, lower values reduce noise the cost of render time. Zero for automatic setting based on number of AA samples",
min=0.0,max=1.0,
default=0.0,
precision=4,
)
adaptive_min_samples:IntProperty(
name="Adaptive Min Samples",
@@ -443,13 +444,20 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=8,
)
volume_step_size:FloatProperty(
name="Step Size",
description="Distance between volume shader samples when rendering the volume"
"(lower values give more accurate and detailed results, but also increased render time)",
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