This utility is useful when using C types that own some resource in
a C++ file. It mainly helps in functions that have multiple return
statements, but also simplifies code by moving construction and
destruction closer together.
Differential Revision: https://developer.blender.org/D14215
This fix contains two parts. There was one critical mistake where
order of two indices was wrong when removing constraint planes from
the array. The other changes are improvements to the used thresholds
to keep everything numerically stable.
Differential Revision: http://developer.blender.org/D14183
This branch was previously run when the action had been handled,
since action checks were removed it was running. This assignment
does nothing but shouldn't be kept.
previously_visible_components_mask was not preserved for Image ID nodes, which
meant it was always detected as newly visible and tagged to be updated, which
in turn caused the geometry nodes using it to be always updated also.
Reviewed By: sergey, JacquesLucke
Maniphest Tasks: T94609
Differential Revision: https://developer.blender.org/D14217
Supporting two kinds of dragging is redundant, remove tweak events as
they only supported 3 mouse buttons and added complexity from using the
'value' to store directions.
Support only click-drag events (KM_CLICK_DRAG) which can be used with
any keyboard or mouse button.
Details:
- A "direction" member has been added to keymap items and events which
can be used when the event value is set to KM_CLICK_DRAG.
- Keymap items are version patched.
- Loading older key-maps are also updated.
- Currently the key-maps stored in ./release/scripts/presets/keyconfig/
still reference tweak events & need updating. For now they are updated
on load.
Note that in general this wont impact add-ons as modal operators don't
receive tweak events.
Reviewed By: brecht
Ref D14214
Clicking and dragging markers accumulates flags from multiple operators
in a way that can't be interpreted when combine.
Follow tweak behavior for cancelling click-drag events.
Replacing tweak key-map items with click-drag caused selection
in the graph/sequencer/node editors to ignore drag events
(all uses of WM_generic_select_modal).
Operators that return OPERATOR_PASS_THROUGH | OPERATOR_FINISHED
result in the event loop considering the event as being handled.
This stopped WM_CLICK_DRAG events from being generated which is not the
case for tweak events.
As click-drag is intended to be compatible with tweak events,
accept drag events when WM_HANDLER_BREAK isn't set or when
wm_action_not_handled returns true.
A simple case of missing the tangent VBO. The tangents are computed from
the coarse mesh, and interpolated on the GPU for the final mesh. Code for
initializing the tangents, and the vertex format for the VBO was
factored out of the coarse extraction routine, to be shared with the
subdivision routine.
Last step of proxy building caused crash due to thread race contition
when acessing ed->seqbase.
Looking at code, it seems that calling IMB_close_anim_proxies on
original strips is unnecessary so this code was removed to resolve this
issue.
Locking seqbase data may be possible, but it's not very practical as
many functions access this data on demand which can easily cause
program to freeze.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14210
Mousemove events are sent to windows.
In Windows OS, almost all mousemove events are sent to the window whose
mouse cursor is over.
On MacOS, the window with mousemove events is always the active window.
It doesn't matter if the mouse cursor is inside or outside the window.
So, in order for non-active windows to also have events,
`WM_window_find_under_cursor` is called to find those windows and send
the same events.
The problem is that to find the window, `WM_window_find_under_cursor`
only has the mouse coordinates available, it doesn't differentiate
which monitor these coordinates came from.
So the mouse on one monitor may incorrectly send events to a window on
another monitor.
The solution used is to use a native API on Mac to detect the window
under the cursor.
For Windows and Linux nothing has changed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14197
The subdivision modifier for Grease Pencil handles closed strokes
correctly now and does converge to the same shape as the mesh
subdivision surface.
Differential Revision: http://developer.blender.org/D14218
Create `Curves` directly, instead of using the conversion from
`CurveEval`. This means that the `tilt` and `radius` attributes
don't need to be allocated. The old behavior is kept by using the
right defaults in the conversion to `CurveEval` later on.
The Bezier segment primitive isn't ported yet, because functions
to provide easy access to built-in attributes used for Bezier curves
haven't been added yet.
Differential Revision: https://developer.blender.org/D14212
Currently, any time a Curves data-block is created, the `curves_random`
function runs, filling it with 500 random curves, also adding a radius
attribute. This is just left over from the prototype in the initial
commit that added the type.
This commit moves the code that creates the random data to the curve
editors module, like the other primitives are organized.
Differential Revision: https://developer.blender.org/D14211
This patch hides the MetalRT checkbox for AMD GPUs, pending fixes for MetalRT argument encoding on AMD.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14175
The issue was uncovered by the 0f89bcdbeb, but the root cause goes
into a much earlier design violation happened in the code: the modifier
evaluation function is modifying input mesh, which is not something
what is ever expected.
Bring code closer to the older state where such modification is only
done for the object in edit mode.
---
From own tests works seems to work fine, but extra eyes and testing
is needed.
Differential Revision: https://developer.blender.org/D14191
db4313610c added support for modifier
keys to be released while dragging.
The key release events set wmEvent.prev_type which is used select the
drag threshold, causing the wrong threshold to be used.
Add wmEvent.prev_click_type which is only set when the drag begins.
The image engine is depth aware when using tile drawing the depth is
only updated for the central image what lead to showing the background
on top of other areas.
Also makes sure that switching the tile drawing would lead to an update
of the texture slots.
When dimension of images aren't a multifold of 256 parts of the gpu
textures are not updated. This patch will calculate the correct part of
the image that needs to be reuploaded.
Internally the update tiles are 256x256. Due to some miscalculations
tiles were not generated correctly if the dimension of the image wasn't
a multifold of 256.
Previously we used to cache a float image representation of the image in
rect_float. This adds some incorrect behavior as many areas only expect
one of these buffers to be used.
This patch stores float buffers inside the image engine. This is done per
instance. In the future we should consider making a global cache.
Use a flag for events to avoid adding struct members every time a new
kind of tag is needed - so events remain small.
This also simplifies copying settings as flags can be copied at once
with a mask.
- Rename ED_view3d_win_to_delta `mval` argument to `xy_delta` as it
as it was misleading since this is an screen-space offset not a region
relative cursor position (typical use of the name `mval`).
Also rename the variable passed to this function which also used the
term `mval` in many places.
- Re-order the output argument of ED_view3d_win_to_delta last.
use an r_ prefix for return arguments.
- Document how the `zfac` argument is intended to be used.
- Split ED_view3d_calc_zfac into two functions as the `r_flip` argument
was only used in some special cases.
Small fixes to the drawing of multi input sockets:
- Make the outline thickness consistent with normal node sockets,
independent from the screen DPI.
- Only highlight multi input sockets when they are actually selected.
- Skip selected multi inputs when drawing normal selected sockets.
Differential Revision: https://developer.blender.org/D14192
Currently the code expects the radius attribuet to always exist on the
input Curves. This won't be true in the future though, so the correct
default value of one should be used when creating the data on CurveEval,
where the data is not optional.
This commit improves the drawing of selected node links:
- Highlight the entire link to make it easier to spot where the link
is going/coming from.
- Always draw selected links on top, so they are always clearly
visible.
- Don't fade selected node links when the sockets they are connected
to are out out view.
- Dragged node links still get a partial highlight when they are only
attached to one socket.
Differential Revision: https://developer.blender.org/D11930
Add a std::move in some places to prevent arrays from being copied.
These cases were potentially optimized by the compiler, but this makes
it more explicit.
Differential Revision: https://developer.blender.org/D14129
New code from the vertex normal refactor cfa53e0fbe combined with older code
from 592759e3d6 that disabled instancing for custom normals and autosmooth
meant that instancing was always disabled.
However we do not need to disable instancing for custom normals and autosmooth
at all, this can be shared between instances just fine.
The constraint operators for delete, apply, copy and copy to selected
were missing null checks and could crash blender when called wrongly
from the python api.
Differential Revision: http://developer.blender.org/D14195
This commit changes `CurveComponent` to store the new curve
type by adding conversions to and from `CurveEval` in most nodes.
This will temporarily make performance of curves in geometry nodes
much worse, but as functionality is implemented for the new type
and it is used in more places, performance will become better than
before.
We still use `CurveEval` for drawing curves, because the new `Curves`
data-block has no evaluated points yet. So the `Curve` ID is still
generated for rendering in the same way as before. It's also still
needed for drawing curve object edit mode overlays.
The old curve component isn't removed yet, because it is still used
to implement the conversions to and from `CurveEval`.
A few more attributes are added to make this possible:
- `nurbs_weight`: The weight for each control point on NURBS curves.
- `nurbs_order`: The order of the NURBS curve
- `knots_mode`: Necessary for conversion, not defined yet.
- `handle_type_{left/right}`: An 8 bit integer attribute.
Differential Revision: https://developer.blender.org/D14145
The UI context was only set for the operator polls, but not for the
drop-box polls. Initially I thought this wouldn't be needed since the
drop-boxes should leave up context polls to the operator, but in
practice that may not be what API users expect. Plus the tooltip for the
drop-boxes will likely have to access context anyway, so they should be
able to check it beforehand.
Motion paths can now be initialised to more sensible frame ranges,
rather than simply 1-250:
- Scene Frame Range
- Selected Keyframes
- All Keyframes
The Motion Paths operators are now also added to the Object context menu
and the Dopesheet context menu.
The scene range operator was removed, because the operators now
automatically find the range when baking the motion paths.
The clear operator now appears separated in "Selected Only" and "All",
because it was not clear for the user what the button was doing.
Reviewed By: sybren, looch
Maniphest Tasks: T93047
Differential Revision: https://developer.blender.org/D13687
Caused by 0f89bcdbeb and was not fully addressed by 6f9828289f:
tagging an ID with flag 0 is to be seen as an explicit tag for copy
on write.
Would be nice to either consolidate code paths of flag 0 and explicit
component tag, or get rid of tagging with 0 flag, but that is above of
what we can do for the upcoming release.
When using ancored stroked the diameter of the stroke can be 0 what
leads to a division by zero that on certain platforms wrap to a large
negative number that cannot be looked up. This fix will clamp the size
of the brush to 1.
Now drag & tweak can have modifier keys to be released while dragging.
without this, modifier keys needs to be held which is more noticeable
for tablet input or whenever the drag threshold is set to a large value.
Resolves T89989.
This fixes T93051, T76405 and maybe others.
Characters like '²', '<' are not recognized in Blender's shortcut keys.
And sometimes simple buttons like {key .} and {key /} on the Windows
keyboard, although the symbol is "known", Blender also doesn't
detect for shortcuts.
For Windows, some of the symbols represented by `VK_OEM_[1-8]` values,
depending on the language, are not mapped by Blender.
On Mac there is a fallback reading the "actual character value of the
'remappable' keys". But sometimes the character is not mapped either.
On Windows, the solution now mimics the Mac and tries to read the button's
character as a fallback.
For unmapped characters ('²', '<', '\''), now another value is chosen as a
substitute.
More "substitutes" may be added over time.
Differential Revision: https://developer.blender.org/D14149
Some logic and comments in the vertex normal calculation were
left over from when normals were stored in MVert, before
cfa53e0fbe. Normals are never allocated and freed
locally anymore.
In some cases, the normal edit modifier calculated the normals on one
mesh with the "ensure" functions, then copied the mesh and retrieved
the layers "for write" on the copy. Since 59343ee162, normal
layers are never copied, and normals are allocated with malloc instead
of calloc, so the mutable memory was uninitialized.
Fix by calculating normals on the correct mesh, and also add a warning
to the "for write" functions in the header.
The check to see if newly requested attributes are not already in the
cache was not taking into account the possibility that we do not have
new requested attributes (`num_requests == 0`). In this case, if
`attr_used` already had attributes, but `attr_requested` is empty, we
would consider the cache as dirty, and needlessly rebuild the attribute
VBOs.
These features are complicated to support on GPU and hardly compatible
with subdivision in the first place. In the future, with T68891 and
T68893, subdivision and custom smooth shading will be separate workflows.
For now, and to better prepare for this future (although long term
plan), we should discourage workflows mixing subdivision and custom
smooth normals, and as such, this disables GPU subdivision when
autosmoothing or custom split normals are used.
This also adds a message in the modifier's UI to indicate that GPU
subdivision will be disabled if autosmooth or custom split normals are
used on the mesh.
Differential Revision: https://developer.blender.org/D14194
Reuse the same vertex normals calculation as for the GPU code, by
weighing each vertex normals by the angle of the edges incident to the
vertex on the face.
Additionally, remove limit normals, as the CPU code does not use them
either, and would also cause different shading issues when limit surface
is used.
Fixes T95242: shade smooth artifacts with edge crease and limit surface
Fixes T94919: subdivision, different shading between CPU and GPU
The custom data code checks for `LayerTypeInfo.defaultname` before
adding a second layer with a certain type. This was missed in
e7912dfa19. In practice, this default name
is not actually used.
Added call to ensure that the USD plugins are registered
when opening a USD cache archive. This is to avoid USD
load errors due to missing USD file format plugins when
opening blender files that contain USD transform cache
constraints and mesh sequence cache modifilers.
Fixes T94396
This operation can only be applied on one ID at a time, so only apply it
to the active Outliner item, and not all the selected ones.
Also renamed `Make Library Override` menu entry to `Make Library Override
Single` to emphasis this is not the 'default expected' option for the
user.
This affects essentially the Outliner 'create hierarchy' tool currenlty.
Previously code did not handle properly hierarchy root in case overrides
where created from a non-root ID (e.g. an object inside of a linked
collection), and in case additional partial overrides were added to an
existing partially overrided hierarchy.
Also did some renaming on the go to avoid using 'reference' in override
context for anything else but the reference linked IDs.
Trust user count to actually delete or not the dragged ID when current
dragging is cancelled, since it may be already used by others.
NOTE: This is more a band-aid fix than anything else, cancelling drag
has a lot of other issues here (like never deleting any indirectly
linked/appended data, etc.). It needs a proper rethink in general.
To keep consistency with the new contract option, the dilate now expand the shape beyond the internal closed area.
Note: This was committed only in master (3.2) by error.
This is requested by artist for some animation styles where is necessary to fill the area, but create a gap between fill and stroke.
Also some code cleanup and fix a bug in dilate for top area.
Reviewed By: pepeland, mendio
Differential Revision: https://developer.blender.org/D14082
Note: This was committed only in master (3.2) by error.
Using flags makes checking multiple modifiers at once more convenient
and avoids macros/functions such as IS_EVENT_MOD & WM_event_modifier_flag
which have been removed. It also simplifies checking if modifier keys
have changed.
This means textures need to have the number of mipmap levels specified
upfront. It does not mean the data is immutable.
There is fallback code for OpenGL < 4.2.
Immutable storage will enables texture views in the future.
Without ray offsets intersections at neigbhoring triangles are found, as
the ray start is exactly at the vertex. There was a small offset towards
the center of the triangle, but not enough.
Now this offset computation is moved into Cycles and modified for better
results. It's still not perfect though like any offset approach, especially
with long thin triangles.
Additionaly, this uses the shadow terminate offset for AO rays now, which
helps remove some pre-existing artifacts.
This is similar to f8fe0e831e, which made the change to the
handle position attributes. This commit removes the way that setting the
`position` attribute also changes the handle position attributes. Now,
the "Set Position" node still has this behavior, but changing the
attribute directly (with the modifier's output attributes) does not.
The previous behavior was a relic of the geometry nodes design
from before fields and the set position node existed.
This makes the transition to the new curves data structure simpler.
There is more room for optimizing the Bezier case of the set position
node in the future.
Also fix a couple other places where normals layers weren't properly
tagged dirty or reallocated when the mesh changes.
Caused by cfa53e0fbe. When the size of a mesh changes,
the normal layers need to be reallocated. There were a couple of places
that cleared other runtime data with `BKE_mesh_runtime_clear_geometry`
but didn't deal with normals properly. Clearing the runtime "geometry"
is different from clearing the normals, because sometimes the size of
the normal layers doesn't have to change, in which case simply tagging
them dirty is fine.
Reverts 6d97fdc37e. A function like this should not return a different
tree-display object than of the requested type. This may hide errors,
and leaves the Outliner in an undefined state (where the stored display
mode doesn't match the tree-display object). I rather don't hide the
fact that all display-modes should be handled here, and emit a clear
error if one isn't.
When X-ray mode is active the selection is done using the mesh data to
select what is closest to the cursor. When GPU subdivision is active with
the "show on cage" modifier option, this fails as the mesh used for selection
is the unsubdivided one.
This creates a subdivision wrapper before running the selection routines to
ensure that subdivision is available on the CPU side as well.
Differential Revision: https://developer.blender.org/D14188
This was a double free error which happened because `BM_mesh_bm_from_me`
was taking ownership of arrays that were still owned by the Mesh. Note that
this only happens when the mesh is empty but some custom data layers still
have a non-null data pointer. While usually the data pointer should be null in
this case for performance reasons, other functions should still be able to
handle this situation.
Differential Revision: https://developer.blender.org/D14181
When exporting generated coordinates, the subdivision export code was
using the schema for the non-subdivision case, which is invalid as
non-initialized. This typo existed since the initial commit for the
feature (rBf9567f6c63e75feaf701fa7b78669b9a436f13dd).
The scale-to-fit option did nothing for single words when
the text box had a height. This happened because it was expected that
text would be wrapped however single words never wrap.
Now the same behavior for zero-height text boxes is used when text
can't be wrapped onto multiple lines.
The handle position attributes `handle_left` and `handle_right` had
rather complex behavior to get expected behavior when aligned or auto/
vector handles were used. In order to simplify the attribtue API and
make the transition to the new curves data structure simpler, this
commit moves that behavior from the attribute to the "Set Handle
Positions" node. When that node is used, the behavior should be the
same as before. However, if the modifier's output attributes were used
to set handle positions, the behavior may be different. That situation
is expected to be very rare though.
This adds a node with a boolean field output which returns true if all of the
points of the evaluated face are on the same plane. A float field input allows
for the threshold of the face/point comparison to be adjusted on a per face basis.
One clear use case is to only triangulate faces that are not planar.
Differential Revision: https://developer.blender.org/D13906
Recently we changed the build pipeline to always create a version
number in the url and point 'dev' to the latest version rather than creating the version number url once we release.
This makes the check to `bpy.app.version_cycle` unnecessary.
tbb/enumerable_thread_specific.h drags in windows.h
which will define min/max macro's unless you politely
ask it not to.
it's bit of an eyesore, but it is what it is
0fd72a98ac called functions to set bezier handle positions
that used uninitialized memory. The fix is to define the handle positions
explicitly, like before.
The main goal here is to add the boilerplate code to make it possible
to add the actual sculpt tools more easily. Both brush implementations
added by this patch are meant to be prototypes which will be removed
or refined in the coming weeks.
Ref T95773.
Differential Revision: https://developer.blender.org/D14180
This adds a node which copies part of a geometry a dynamic number
of times.
Different parts of the geometry can be copied differing amounts
of times, controlled by the amount input field. Geometry can also
be ignored by use of the selection input.
The output geometry contains only the copies created by the node.
if the amount input is set to zero, the output geometry will be
empty. The duplicate index output is an integer index with the copy
number of each duplicate.
Differential Revision: https://developer.blender.org/D13701
Sometimes it is useful to get the index ranges that are in an index mask.
That is because some algorithms can process index ranges more efficiently
than generic index masks.
Extracting ranges from an index mask is relatively efficient, because it is
cheap to check if a span of indices contains a contiguous range.
Drag Action was constantly resetting itself to "move".
Solve this by storing the tool settings per tool and no longer clear
gizmo properties when activating a new tool.
- Reserve "test" for tests & testing frameworks.
- Add "check_mypy" to "make help" text.
- Output to the standard output instead of redirecting to log-files,
leave redirecting output log-files to the user running the command.
The build-bot directly referenced this file and doesn't
have publically available configuration.
Add an empty file until this can be removed by the build scripts.
This will make the transition to the new curves data structure
a bit simple, since the handle types can be copied directly between
the two. The change to CurveEval is simple because it is runtime-only.
Helps with building against different OpenXR SDK versions (i.e. for
downstream builds that require specific versions), as the extension was
only defined since OpenXR 1.0.22.
These were only set in two places. One was related to "tessellated loop
normal", and the other derived corner normals. The values were never
checked though, after 59343ee162. The handling of dirty face
corner normals is clearly problematic, but in the future it should be
handled like the normal layers on the other domains instead.
Ref D14154, T95839
Currently, when normals are calculated for a const mesh, a custom data
layer might be added if it doesn't already exist. Adding a custom data
layer to a mesh is not thread-safe, so this can be a problem in some
situations.
This commit moves derived mesh normals for polygons and
vertices out of `CustomData` to `Mesh_Runtime`. Most of the
hard work for this was already done by rBcfa53e0fbeed7178.
Some changes to logic elsewhere are necessary/helpful:
- No need to call both `BKE_mesh_runtime_clear_cache` and
`BKE_mesh_normals_tag_dirty`, since the former also does the latter.
- Cleanup/simplify mesh conversion and copying since normals are
handled with other runtime data.
Storing these normals like other runtime data clarifies their status
as derived data, meaning custom data moves more towards storing
original/editable data. This means normals won't automatically benefit
from the planned copy-on-write refactor (T95845), so it will have to be
added manually like for the other runtime data.
Differential Revision: https://developer.blender.org/D14154
Allow SCREEN_OT_area_swap to operate between different Blender
windows, and other minor feedback improvements.
See D14135 for more details and demonstrations.
Differential Revision: https://developer.blender.org/D14135
Reviewed by Campbell Barton
Currently the RNA functions to add mesh elements like vertices
don't clear the runtime cache of things like triangulation, BVH
trees, etc. This is important, since they might be accessed with
incorrect sizes. This is split from a fix for T95839.
Atomic operations performed by the C++ standard library might require
libatomic on platforms which do not have hardware support for those
operations.
This change makes it that such configurations are automatically detected
and -latomic is added when needed.
Differential Revision: https://developer.blender.org/D14106
NOTE: This function is currently unused. However, it does use a callback
defined by a few RNA properties through
`RNA_def_property_editable_array_func`, so don't think it should be
removed without further thinking.
This function had two main issues:
* It was doing bitwise AND on potentially three sources of property
flag, when actually used `RNA_property_editable` just use one source
ever.
* It was completely ignoring liboverride cases.
TODO: Deduplicate code between `RNA_property_editable`,
`RNA_property_editable_info` and `RNA_property_editable_index`.
There was accidentally some displacement related code running even when not
using displacement.
Differential Revision: https://developer.blender.org/D14169
Previously, objects and geometries were mapped between frames
using different hash tables in a way that is incompatible with
geometry instances. That is because the geometry mapping happened
without looking at the `persistent_id` of instances, which is not possible
anymore. Now, there is just one mapping that identifies the same
object at multiple points in time.
There are also two new caches for duplicated vbos and textures used for
motion blur. This data has to be duplicated, otherwise it would be freed
when another time step is evaluated. This caching existed before, but is
now a bit more explicit and works for geometry instances as well.
Differential Revision: https://developer.blender.org/D13497
For an upcoming prototype we would introduced a new eTexPaintMode
option. That would add more cases and if statements. This change migrate
the eTexPaintMode to 3 classes. AbstractPaintMode contains a shared interface.
ImagePaintMode for 2d painting and ProjectionPaintMode for 3d painting.
Reset Defaults left the undo stack in an invalid state,
with the active undo step left at the previous state then it should
have been.
Now the buttons own undo logic is used to perform undo pushes.
1. Now handles cyclic strokes correctly.
2. Added a sharp threshold value to allow preservation of sharp corners.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Ref D14044
1. Now will remove lines if both adjacent faces are back face.
2. Added a check to respect material back face culling setting.
3. Changed label in the modifier to "Force Backface Culling" (which reflect more accurately with what the checkbox does).
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Ref D14041
- No need for `normal_tx` array if we normalize the planes in `plane_tx`.
- No need to calculate the distance squared to a plane (with `dist_signed_squared_to_plane_v3`) if the plane is normalized. `plane_point_side_v3` gets the real distance, accurately, efficiently and also signed.
So normalize the planes of the member `CameraViewFrameData::plane_tx`.
This is a regression partially introduced in rB0a6f428be7f0.
Bones being transformed into edit mode were snapping to themselves.
And the bones of the pose mode weren't even snapping.
(Curious that this was not reported).
Since Python 3.10 is now supported on all platform,
bump the minimum version to reduce the number of Python versions that
need to be supported simultaneously.
Reviewed By: LazyDodo, sybren, mont29, brecht
Ref D13943
This is an alternate fix for T35170 since it caused T44415.
Having the undo system manipulate the key-block coordinates is error
prone as (in the case of T44415) there are situations when it's
important to apply the difference with the original shape key.
This reverts dab0bd9de6, and instead
avoids the problem by not using the data in `Mesh.key` as a reference
for updating shape-keys when exiting edit-mode.
The assumption that the `Mesh.key` in edit-mode won't be modified
until leaving edit-mode isn't always true. Leading to synchronization
errors. (details noted in code-comments).
Resolve this by using shape-key data stored in the BMesh.
Resolving both T35170 & T44415.
Details:
- Remove use of the original vertices when exiting edit mode.
- Remove use of the original shape-key coordinates when exiting
edit-mode (except as a last resort).
- Move shape-key synchronization into a separate function:
`bm_to_mesh_key`.
- Split the synchronization loop into two branches,
depending on the existence of BMesh shape-key coordinates.
- Always write shape-key values back to the BMesh CD_SHAPEKEY layers.
This was only done in some cases but is now necessary for all
shape-keys as these are used to calculate offsets where the `Mesh.key`
was previously used.
- Report a warning when the shape-key layer isn't found as this uses an
imperfect method of restoring coordinates which should only be used as
a last resort.
Reviewed By: mont29
Ref D14127
The problem was when the Object Offset was enabled because the Constant Offset flag was not checked and the offset always was added to the transformation matrix.
Limit the min and max of the IDProperty for the node group input
from 0 to infinity, and the soft min and max between 0 and 1.
Thanks to @PratikPB2123 for investigation.
Instead of accessing the `CD_NORMAL` layer directly,
use the proper API for accessing mesh normals. Even if the
layer exists, the values might be incorrect due to a deformation.
Related to ef0e21f0ae, 969c4a45ce, and T95839.
The flags overlapped ever since normalize was added, so this
requires versioning to copy the flag value. This needs to be
done both in Blender 3.1 and 3.2.
Differential Revision: https://developer.blender.org/D14165
The flags overlapped ever since normalize was added, so this requires
versioning to copy the flag value.
Differential Revision: https://developer.blender.org/D14165
The code was using the same flag value for different modifiers,
resulting in matching the toggle to random overlapping flags.
Differential Revision: https://developer.blender.org/D14165
The constraints solver is now able to handle more cases correctly.
Also the behavior of the boundary fixes is slightly changed if
the constraints thickness mode is used.
Differential Revision: https://developer.blender.org/D14143
The modifier supports arithmetic operations, like Add or Multiply,
but for some reason omits Minimum and Maximum. They are similarly
simple and useful math functions and should be supported.
Differential Revision: https://developer.blender.org/D14164
When RMB-select uses "Select Tweak" as a fallback tool,
ignore all bindings mapped to the Control key as these are
used for path selection.
This was fixed in 2a2d873124
however that caused shift-select to fail (T93100).
The node animation versioning code passes `nullptr` to the `oldName` and
`newName` parameters, but those weren't `NULL`-safe. I added an extra
check for this.
No functional changes, just a crash fix.
Previously, all operators using `PaintStroke` would have to store
the stroke in `op->customdata`. That made it impossible to store
other operator specific data in `op->customdata` that was unrelated
to the stroke.
This patch changes it so that the `PaintStroke` is passed to api
functions as a separate argument, which allows storing the stroke
as a subfield of some other struct in `op->customdata`.
Althought the float buffers are only used as cache, current code paths
don't look at the flags to identify which kind of image it is. Actual
fix would be to check flags, but that wouldn't be something to add one
week before release.
This commit fixes it by removing the buffers after use in the image
engine.
The previous behavior called RNA_enum_item_add a second time,
filled it's contents with invalid values then subtracted totitem,
this caused an unusual reallocation pattern where MEM_recallocN
would run in order to create the dummy item, then again when adding
another itme (reallocating an array of the same size).
Simply memset the array to 0xff instead.
Even though the size of the map was set back to DEFAULT_SIZE_EXP,
the underlying arrays were left unchained. In some cases this caused
further expansions to result in an unusual reallocation pattern
where MEM_reallocN would run expand the entries into an array
that was in fact the same size.
Bug was introduced in D12167.
Reading input size from an input socket is not possible in tiled compositor before execution is initialized. A similar change was done for the base class, see BlurBaseOperation::init_data().
Reviewed by: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14067
This adds maintence overhead and it is not that useful when we have reset to default.
If this is something that we want it should be added dynamically.
Reviewed By: HooglyBoogly, Severin, #user_interface
Differential Revision: https://developer.blender.org/D14151
After using MEM_dupallocN() on the original item/binding, the
user/component path ListBase for the new item/binding needs to be
cleared and each path copied separately.
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This removes manual handling of normals that was hard-coded
to false in the one place the function was called. This change
will help to make a fix to T95839 simpler.
It's better not to expose the details of where the dirty flags are
stored to every place that wants to know if the normals are dirty.
Some of these places are relics from before vertex normals were
computed lazily anyway, so this is more of an incrememtal cleanup.
This will make part of the fix for T95839 simpler.
Make relation match material and world nodes. Does not address the reported
issue regarding muted nodes, but another missing update found investigating.
This was an old issue, but recent image partial update changes made this more
likely to happen in some cases. Now ensure that whenever the rendered scene
switches the image is updated.
This patch aims to fix the issues presented in T87829 and T95331,
namely precision issues while connecting two nodes when being too
close together in the node editor editors, in a few cases even
resulting in the complete inability to connect nodes.
Sockets are found by intersecting a padded rect around the cursor
with the nodes' sockets' location. That creates ambiguities, as it's
possible for the padded rect to intersect with the wrong node,
as the distance between two nodes is smaller than the rect is padded.
The fix in this patch is checking against an unpadded rectangle in
visible_node().
Differential Revision: https://developer.blender.org/D14122
The problem was that the code for sorting polygons around a vertex
assumed that it was a manifold or boundary vertex. However in some cases
the vertex could still be nonmanifold causing the crash. The cases where
the sorting fails are now detected and these vertices are then marked as
nonmanifold.
Differential Revision: https://developer.blender.org/D14065
The "Fill Caps" option on the Curve to Mesh node introduced in
rBbc2f4dd8b408ee makes it possible to fill the open ends of the sweep
to create a manifold mesh.
This patch fixes an edge case, where caps were created even when the
rail curve (the curve used in the "Curve" input socket) was cyclic
making the resulting mesh non-manifold.
Differential Revision: https://developer.blender.org/D14124
In ffmpeg 5.0, several variables were made const to try to prevent bad API usage.
Removed some dead code that wasn't used anymore as well.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D14063
Significantly improves loading speed of preview images from disk, e.g. custom
previews loaded using `bpy.utils.previews.ImagePreviewCollection.load()`.
See D14144 for details & comparison videos.
Differential Revision: https://developer.blender.org/D14144
Reviewed by: Bastien Montagne
Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.
Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.
The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).
Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.
Differential Revision: https://developer.blender.org/D14018
This commit renames enums related the "Curve" object type and ID type
to add `_LEGACY` to the end. The idea is to make our aspirations clearer
in the code and to avoid ambiguities between `CURVE` and `CURVES`.
Ref T95355
To summarize for the record, the plans are:
- In the short/medium term, replace the `Curve` object data type with
`Curves`
- In the longer term (no immediate plans), use a proper data block for
3D text and surfaces.
Differential Revision: https://developer.blender.org/D14114
Fix boundary error in `BLI_str_unescape_ex`. The `dst_maxncpy` parameter
indicates the maximum buffer size, not the maximum number of characters.
As these are strings, the loop has to stop one byte early to allow space
for the trailing zero byte.
Thanks @mano-wii for the patch!
When removing a node that has a dependence on an ID, like the object
info node, the dependency graph relations weren't updated. This can
cause unexpected performance issues if a complex node tree continues
to depend on an ID that it doesn't actually use anymore. To fix this case,
tag relations for an update if the node has a data-block socket.
Fixes part of T88332
Differential Revision: https://developer.blender.org/D14121
If there is no animation at all, or it's all hidden, the Euler Filter
operators poll now fails with a message that explains this a bit more,
instead of just the generic "context is wrong" error.
Reviewed By: sybren
Maniphest Tasks: T95135
Differential Revision: https://developer.blender.org/D13967
While this should not happen in theory, very bad/broken/dirty files can
lead to such situations.
So we need to re-ensure valid root IDs after resync (for now, done after
each 'library indirect level' pass of resync, this may not be 100%
bulletproof though, time will say).
Found while investigating Blender studio issues in Snow parkour short.
In some cases broken files could lead to selecting a shapekey as
hierarchy root ID, which is not allowed.
Found while investigating Blender studio issues in Snow parkour short.
When new display driver is given to the PathTrace ensure that there are
no GPU resources used from it by the work. This solves graphics interop
descriptors leak.
This aqlso fixes Invalid graphics context in cuGraphicsUnregisterResource
error when doing final render on the display GPU.
Fixes T95837: Regression: GPU memory accumulation in Cycles render
Fixes T95733: Cycles Cuda/Optix error message with multi GPU devices. (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95651: GPU error (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T95631: VRAM is not being freed when rendering (Invalid graphics context in cuGraphicsUnregisterResource)
Fixes T89747: Cycles Render - Textures Disappear then Crashes the Render
Maniphest Tasks: T95837, T95733, T95651, T95631, T89747
Differential Revision: https://developer.blender.org/D14146
Add check for `NULL` `from` pointer to `BLO_main_validate_shapekeys`,
and delete these shapekeys, as they are fully invalid and impossible to
recover.
Found in a studio production file (`animation
test/snow_parkour/shots/0040/0040.lighting.blend`, svn rev `1111`).
Would be nice to know how this was generated too...
This adds initial support for edit mode for the experimental new curves
object. For now we can only toggle in and out of the mode, no real
interraction is possible.
This patch also adds empty menus in edit mode. Those were added mainly
to quiet warnings as the menus are programmatically added to the edit
mode based on the object type and context.
Ref T95769
Reviewed By: JacquesLucke, HooglyBoogly
Maniphest Tasks: T95769
Differential Revision: https://developer.blender.org/D14136
This adds the boilerplate code that is necessary to use the tool/brush/paint
systems in the new sculpt curves mode.
Two temporary dummy tools are part of this patch. They do nothing and
only serve to test the boilerplate. When the first actual tool is added,
those dummy tools will be removed.
Differential Revision: https://developer.blender.org/D14117
Previous implementation had a copy of the image user, which doesn't
contain all the data to identify changes. This patch introduces a new
struct to store the data and can be extended with other data as well
(color spaces, alpha settings).
Check for a camera-view before checking if the view is locked
to the cursor/object since the camera-view takes priority,
it reads better to check that first.
Also reuse the event offset variable.
NDOF navigation in a camera view now behaves like orthographic pan/zoom.
Note that NDOF orbiting out of the camera view has been disabled,
see code comment for details.
Resolves T93666.
For the attribute search button, the tooltip was missing
if the input socket type has attribute toggle activated.
Differential Revision: https://developer.blender.org/D14142
This affected loading of EXR files with set to Linear ACES colorspace, as
well as the sky texture for in some custom OpenColorIO configurations.
Use the builtin OpenColorIO transform from ACES AP0 to XYZ D65 to fix this.
The idea is to keep `is_any_zero` in the `blender::math` namespace,
so instead of trying to be clever, just move it there and expand the
function where it was used in the class.
I noticed that there were a few variables that should not be visible per default.
It seems to me to simply be an oversight, so I went ahead and cleaned them up.
Reviewed By: Sybren, Ray molenkamp
Differential Revision: http://developer.blender.org/D14132
This commit should suffice to make the shader API agnostic now (given that
all users of it use the GPU API).
This makes the shaders not trigger a false positive error anymore since
the binding slots are now garanteed by the backend and not changed at
after compilation.
This also bundles all uniforms into UBOs. Making them extendable without
limitations of push constants. The generated uniforms from OCIO are not
densely packed in the UBO to avoid complexity. Another approach would be to
use GPU_uniformbuf_create_from_list but this requires converting uniforms
to GPUInputs which is too complex for what it is.
Reviewed by: brecht, jbakker
Differential Revision: https://developer.blender.org/D14123
This is a bug on the Blender side, where the depsgraph does not have proper
relations for text object duplis and fails to include the required materials
in the dependency graph. But at least Cycles should not crash.
- No need for `normal_tx` array if we normalize the planes in `plane_tx`.
- No need to calculate the distance squared to a plane (with `dist_signed_squared_to_plane_v3`) if the plane is normalized. `plane_point_side_v3` gets the real distance, accurately, efficiently and also signed.
So normalize the planes of the member `CameraViewFrameData::plane_tx`.
FindOpenImageIO was updated to link to separate OpenImageIO_Util for new
versions, where it is required. For older versions, we can not link to it
because there will be duplicated symbols.
Ref D14128
FindOpenEXR was updated to find new lib names and separate Imath. It's all
added to the list of OpenEXR include dirs and libs.
This keeps it compatible with both version 2 and 3 for now, and doesn't
require changes outside the find module.
Ref D14128
Coarse meshes with high polycount would show as corrupted when GPU
subdivision is used with AMD cards This was caused by the OpenSubdiv
library not taking `GL_MAX_COMPUTE_WORK_GROUP_COUNT` into account when
dispatching computes. AMD drivers tend to set the limit lower than
NVidia ones (2^16 for the former, and 2^32 for the latter, at least
on my machine).
This moves the `GLComputeEvaluator` from the OpenSubdiv library into
`intern/opensubdiv` and modifies it to compute a dispatch size in a
similar way as for the draw code: we split the dispatch size into a 2
dimensional value based on `GL_MAX_COMPUTE_WORK_GROUP_COUNT` and
manually compute an index in the shader.
We could have patched the OpenSubdiv library and sent the fix upstream
(which can still be done), however, moving it to our side allows us to
better control the `GLComputeEvaluator` and in the future remove some
redundant work that it does compared to Blender (see T94644) and
probably prepare the ground for Vulkan support. As a matter of fact,
this patch also removes the OpenGL initialization that OpenSubdiv would
do here. This removal is not related to the bug fix, but necessary to not
have to copy more files/code over.
Differential Revision: https://developer.blender.org/D14131
Previously, the number of action map subactions was limited to two per
action (identified by user_path0, user_path1), however for devices with
more than two user paths (e.g. Vive Tracker) it will be useful to
support a variable amount instead.
For example, a single pose action could then be used to query the
positions of all connected trackers, with each tracker having its own
subaction tracking space.
NOTE: This introduces breaking changes for the XR Python API as follows:
- XrActionMapItem: The new `user_paths` collection property
replaces the `user_path0`/`user_path1` properties.
- XrActionMapBinding: The new `component_paths` collection property
replaces the `component_path0`/`component_path1` properties.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13949
This fixes VR pink screen issues when using the DirectX backend, caused
by `wglDXRegisterObjectNV()` failing to register the shared
OpenGL-DirectX render buffer. The issue is mainly present on AMD
graphics, however, there have been reports on NVIDIA as well.
A limited workaround for the SteamVR runtime (AMD only) was provided
in rB82ab2c167844, however this patch provides a more complete solution
that should apply to all OpenXR runtimes. For example, with this patch,
the Windows Mixed Reality runtime that exclusively uses DirectX can now
be used with AMD graphics cards.
Implementation-wise, a `GL_TEXTURE_2D` render target is used as a
fallback for the shared OpenGL-DirectX resource in the case that
registering a render buffer (`GL_RENDERBUFFER`) fails. While using a
texture render target may be less optimal than a render buffer, it
enables proper display in VR using the OpenGL/DirectX interop (tested
on AMD Vega 64).
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14100
After running the breakdown operator for the graph editor,
the factor property in the redo panel didn't reflect the value you chose
to mitigate that issue down the line there is a
new helper function to get the factor value, and
store it at the same time
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D14105
Ref: D14105
Brew's Python framework's site-packages is a symlink so the assumption
that Resources and site-packages would be in the same directory
doesn't hold. So install scripts etc relative to bpy.so. Part of D14111
StringGrid has been deprecated in openvdb 9.0.0 and will be removed soon
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D14133
The general idea here is to wrap the `CurvesGeometry` DNA struct
with a C++ class that can do most of the heavy lifting for the curve
geometry. Using a C++ class allows easier ways to group methods, easier
const correctness, and code that's more readable and faster to write.
This way, it works much more like a version of `CurveEval` that uses
more efficient attribute storage.
This commit adds the structure of some yet-to-be-implemented code,
the largest thing being mutexes and vectors meant to hold lazily
calculated evaluated positions, tangents, and normals. That part might
change slightly, but it's helpful to be able to see the direction this
commit is aiming in. In particular, the inherently single-threaded
accumulated lengths and Bezier evaluated point offsets might be cached.
Ref T95355
Differential Revision: https://developer.blender.org/D14054
Finding the greatest and/or smallest element in an array is a common
need. This commit refactors the point cloud bounds code added in
6d7dbdbb44 to a more general header in blenlib.
This will allow reusing the algorithm for curves without duplicating it.
Differential Revision: https://developer.blender.org/D14053
This is meant to complement the `blender::math` functions recently
added by D13791. It's sometimes desired to template an operation to work
on vector types, but also basic types like `float` and `int`. This patch
adds that ability with a new `BLI_math_base.hh` header.
The existing vector math header is changed to use the `vec_base` type
more explicitly, to allow the compiler's generic function overload resolution
to determine which implementation of each math function to use.
This is a relatively large change, but it also makes the file significantly
easier to understand by reducing the use of macros.
Differential Revision: https://developer.blender.org/D14113
Fix possible overflow of Modifier UUID
The code prior this change was re-generating modifier's session UUID
prior to copying this id from the source. This approach has a higher
risk of modifiers session UUID to overflow and start colliding with
existing modifiers.
This change makes it so that modifier copy does not re-generated the
session UUID unless it is needed.
Differential Revision: https://developer.blender.org/D14125
GLUT does not support offscreen contexts, which is required for the new
display driver. So we use SDL instead. Note that this requires using a
system SDL package, the Blender precompiled SDL does not include the video
subsystem.
There is currently no text display support, instead info is printed to
the terminal. This would require adding an embedded font and GLSL shaders,
or using GUI library.
Another improvement to be made is supporting OpenColorIO display transforms,
right now we assume Rec.709 scene linear and display.
All OpenGL, GLEW and SDL code was move out of core cycles and into
app/opengl. This serves as a template for apps that want to integrate
Cycles interactive rendering, with a simple OpenGLDisplayDriver example.
In general this would be adapted to the graphics API and color management
used by the app.
Ref T91846
For the 3d texture brush project we need a fast CPU based rasterizer.
This is an initial implementation for a rasterizer that easy to extend
and optimize.
The idea is to implement a rasterizer on top of the ImBuf structure. The
implementation uses CPP templates, resulting each usage to be optimized
by the compiler individually.
A user of the rasterizer can define a vertex shader, fragment shader,
the inputs and interface, similar to existing concepts when using
OpenGL.
The rasterizer only supports triangles.
[Future extensions]
Currently the rasterlines are buffered and when the buffer is full it
will be flushed. This is a tradeoff between local memory and branch
prediction. We expect that adding triangles are typically done by a loop
by the caller. But in certain cases we could buffer the input triangles
and take this responsibility for additional performance.
Configurable clamping. When rasterizing the clamping is done to a corner
of a image pixel. Ideally clamping should consired center pixels or use
a pixel coverage to identify how to clamp during rasterization.
Currently only supports float4 as a fragment output type. float, byte
and int textures aren't supported.
Rasterline discard function. For cases that rasterlines don't need to be
drawn based on vertex data. A use case could be that an influence factor
is 0 for the whole triangle.
Current implementation is single threaded. When using multiple threads
with their own rasterizer could lead to render artifacts. We could
provide a scheduler that collects work in buckets based on the
rasterline y.
[Todos]
* Only supports one winding directional. Should be able to support any
winding direction.
* Use coord as name for the frag position. Current UV is too related to
a specific usecase.
* Add more test cases.
Differential Revision: https://developer.blender.org/D14126
Due to recent changes there have been reports of incorrect loading of
GPU textures. This fix reverts a part of {D13238} that might be the
source of the issue.
This does not happen with **any** image, but with images that have ID
properties.
ID properties are used to store view projection matrices (e.g. for
reprojection with `Image from View` or `Quick Edit` -- these are the
ones we are interested in), but of course they can be used for anything
else, too. The images in the file from the report have ID properties from
an Addon for example.
So the crash can reliably be reproduced with **any** image doing the
following:
```
bpy.data.images['myImage']['myIDprop'] = "foo"
```
This would lead code in `texture_paint_camera_project_exec` to think the
needed `view_data` is on the image (but in reality it was just some
other IDprop).
Solution is simple: just check `view_data` is really valid after getting
it from the IDprops.
Maniphest Tasks: T95787
Differential Revision: https://developer.blender.org/D14116
Having this setting stored in the image space caused low level selection
logic to have to pass around the image space (which could be NULL
in some cases). Use the tool-settings instead since there doesn't seem
to be much/any advantage in having this setting per-space.
Although rB56407432a6a did fix missing subdivision in some cases, in
other cases it did not return the mesh wrapper (like when using
autosmooth, which requires a copy of the mesh), so the non-subdivided
mesh was still returned.
Not all coarse vertices were used to compute the center value (off by
one), and the interpolation for the current would always start at the
base corner for the base face instead of the base corner for the current
patch.
This patch reverses the dependency between `BLI_math_vec_types.hh` and
`BLI_math_vector.hh`. Now the higher level `blender::math` functions
depend on the header that defines the types they work with, rather than
the other way around.
The initial goal was to allow defining an `enable_if` in the types header
and using it in the math header. But I also think this operations to types
dependency is more natural anyway.
This required changing the includes some files used from the type
header to the math implementation header. I took that change a bit
further removing the C vector math header from the C++ header;
I think that helps to make the transition between the two systems
clearer.
Differential Revision: https://developer.blender.org/D14112
This commit renames `mesh_validate.cc` to `mesh_calc_edges.cc`.
I would like to move `mesh_validate.c` to C++, but it makes sense to
keep this specific algorithm in a smaller file.
When running `./blender/build_files/build_environment/install_deps.sh` on Ubuntu 20.04.3 LTS the following error can be seen:
```
./blender/build_files/build_environment/install_deps.sh: line 1266: [: too many arguments
```
This error results from the call:
```
check_package_version_ge_DEB $CLANG_FORMAT $CLANG_FORMAT_VERSION
```
with `CLANG_FORMAT_VERSION` being undefined.
Also as `clang-format` 13 is already released and hopefully didn't break anything `CLANG_FORMAT_VERSION_MEX` could use version bump.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13924
This adds a new sculpt mode to the experimental new curves object.
Currently, this mode can only be entered and exited, nothing else.
The main initial purpose of this node will be to use it for hair grooming.
The patch also adds the `editors/curves/` directory for the new curves
object, which will be necessary for many other things as well.
I added a completely new mode (`OB_MODE_SCULPT_CURVES`), because
`OB_MODE_SCULPT` seems to be rather specific to meshes, and reusing
it doesn't seem worth the trouble. The tools/brushes used in mesh vs.
curves sculpt mode are quite distinct as well.
I had to add DNA_userdef_enums.h to make the patch compile with C++
(forward declaration of enums isn't allowed). This follows the same
pattern that we use for other enums in dna.
Differential Revision: https://developer.blender.org/D14107
The path calculation method for animation players: frame-cycler, rv &
mplayer would fail when the number of digits exceeded the range of a
32bit int causing RenderData.frame_path() to raise a ValueError.
Use a simpler method of extracting the range that uses the sign to
detect the beginning of the number.
Since the output file stays unmodified for most developer builds,
install step installed it redundantly.
Create readme.html using `configure_file`:
- Now it's modified only if final output changes (handled by CMake).
- If input file (from git) or blender version changes,
it //will// be modified.
Also don't re-implement what CMake can do.
Reviewed By: campbellbarton, LazyDodo
Differential Revision: https://developer.blender.org/D13863
- Increment the argument index at the end of the loop.
Otherwise using the index after incrementing required subtracting 1.
- Move error prefix creation into a function: `pyrna_func_error_prefix`
so it's possible to create an error prefix without duplicate code.
This simplifies further changes for argument parsing from D14047.
Set "view2d_edge_pan" to true for the NODE_OT_translate_attach operator,
which is used by the duplication operator. This is done in the keymap so
that it's not hard-coded.
Differential Revision: https://developer.blender.org/D13934
The root issue was caused by a mistake in modifier copy data which was
wrongly re-generating source modifier data identifier.
The c8cca88851 simply exposed a bug in code which always was there
since the modifiers session UUID was introduced.
Shows an importance of const qualifier :)
Since now we delegate the evaluation of the last subsurf modifier in the stack
to the draw code, Cycles does not get a subdivided mesh anymore. This is because
the subdivision wrapper for generating a CPU side subdivision is never created
as it is only ever created via `BKE_object_get_evaluated_mesh` which Cycles does
not call (rather, it accesses the Mesh either via `object.data()`, or via
`object.to_mesh()`).
This ensures that a subdivision wrapper is created when accessing the object data
or converting an Object to a Mesh via the RNA/Python API.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D14048
This is requested by artist for some animation styles where is necessary to fill the area, but create a gap between fill and stroke.
Also some code cleanup and fix a bug in dilate for top area.
Reviewed By: pepeland, mendio
Differential Revision: https://developer.blender.org/D14082
The crash is caused as we did not check that the RNA pointer is null
before trying to use it. This moves the existing checks from the
modifier panels into the template functions so the logic is a bit
centralized.
The issue has two causes: on one hand origin indices were not handled
properly, on the other hand the extraction type (Mesh, BMesh, or mapped)
was not detected correctly.
For the second case reuse the MeshRenderData creation from the coarse
code path so that we make the same decisions. Loose geometry extraction
had to be updated to properly handle the BMesh cases.
For the origin indices, in some cases (for edges and faces), the arrays
used by the subdivision code already have the origin indices baked into
them, so mapping them a second time through the origin index layer is
wrong, and could cause out of bounds accesses.
For vertices especially, we would use two arrays: one for mapping
subdivision vertices to coarse vertices, and another one to map coarse
vertices to subdivision loops used for the selection index buffer. The
second one is now removed (which saves a bit of memory) as it is did not
have the proper data setup for use with the origin indices and we can
easily compute it using the first array anyway.
Fix segfault when calling `some_id.id_properties_ui("propname").update()`,
i.e. call the `update()` function without any keyword arguments. In such
a case, Python passes `kwargs = NULL`, but `PyDict_Contains()` is not
`NULL`-safe.
The Viewer marked the gpu texture to be out of date. But it should have used
the mark_full_update as the gpu textures
are only used by the render/draw engines.
The image/node editor uses the image engine that have its own GPU textures.
Currently one a single texture slot is used to update the screen.
Current design is implemented to use multiple textures.
for now limit the number of texture slots to 1.
This node is a bit of a weird case, because it uses the value stored in an
output socket as an input. So when we want to determine if the Dot
changed, we also have to check if the Normal output changed.
A cleaner solution would be to refactor this by either storing the normal
on the node directly (instead of in an output socket), or by exposing it
by a separate input. This refactor should be done separately though.
Currently whenever gl queries are performed for the viewport, a large
1024 byte array is allocated to store the query results (256 of them).
Unfortunately, if any gizmo using a `draw_select` callback is active
(e.g. the transform gizmos), these queries (and allocations) will occur
during every mouse move event.
Change the vector to allow for up to 16 query results before making an
allocation. This provides enough space for every built-in gizmo except
Scale Cage (which needs 27 queries). It also removes unnecessary
allocations from two other related vectors used during query processing.
Differential Revision: https://developer.blender.org/D13784
This is a regression partially introduced in rB0a6f428be7f0.
Bones being transformed into edit mode were snapping to themselves.
And the bones of the pose mode weren't even snapping.
(Curious that this was not reported).
This fix avoid the drif checking if the previous position is equals to new one, in this case, the pen has not moved and can be canceled.
Differential Revision: https://developer.blender.org/D13870
The animation playback did not take into account individual stereoscopic views.
This patch fixes this by playing back the active view render.
Reviewed By: campbellbarton
Maniphest Tasks: T91423
Differential Revision: https://developer.blender.org/D14070
Workaround for a compilation issue preventing kernels compiling for AMD GPUs: Avoid problematic use of templates on Metal by making `gpu_parallel_active_index_array` a wrapper macro, and moving `blocksize` to be a macro parameter.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14081
A zero length vector was normalized and the resulting NaN used in further calculations.
This caused trouble on some compilers when using fast math.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D14058
* Apple Silicon support enabled on macOS 12.2+
* AMD support enabled on macOS 12.3+
This patch also fixes a device enumeration crash on certain AMD configs which
was caused by over-release of MTLDevice objects.
Differential Revision: https://developer.blender.org/D14090
Improve the nodes' drop shadow by making it scale with the view
and replace the loop for the alpha calculation with something more
explicit.
The amount of drop shadow softness was scaled with the zoom level
and therefore had a fixed screen space size. DPI and UI scale
weren't taken into account either. This patch fixes both issues by
basing the shadow softness on the `widget_unit` that scales correctly
in zoomable views and takes UI scale etc. into account.
Differential Revision: https://developer.blender.org/D13356
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
Drivers make it way too easy to create dependenciy loops between IDs, so
need to use the same trick as in other dependency-following code in this
file to prevent those infinite loops.
hard to predict for sure how bad of a hierarchy root this can end up
producing, but in general cases think this should be OK.
The rbit instruction is only available starting with ARMv6T2 and
the register prefix is different from what AARCH64 uses.
Separate the 32 and 64 bit ARM branches, add missing ISA checks.
Made sure the code works as intended on macMini with Apple silicon,
and on Raspberry Pi 4 B running 32bit Raspbian OS.
Differential Revision: https://developer.blender.org/D14056
Reduce compute effort of liboverrides resync process by only re-syncing
the parts of the override hierarchy that actually need it.
The main change compared to existing code (which was systematically resyncing
a whole override hierarchy), is that resyncing now operates over several
sub-hierarchies at once, each defined by their own 'resync root' ID.
This ensures that we do not get several new overrides for the same data inside
of the same hierarchy.
Implements T95682.
Differential Revision: https://developer.blender.org/D14079
This patch increases the performance when remapping data.
{D13615} introduced a mechanism to remap multiple items in a single go.
This patch uses the same mechanism when remapping data inside ID datablocks.
Benchmark results when loading the village scene of sprite fright on AMD Ryzen 7 3800X 8-Core Processor
Before this patch 115 seconds
When patch applied less than 43 seconds
There is still some room for improvement by porting relink code.
Reviewed By: mont29
Maniphest Tasks: T95279
Differential Revision: https://developer.blender.org/D14043
Adds helper functions to debug IDRemapper data structure.
`BKE_id_remapper_result_string` converst a given IDRemapperApplyResult
to a readable form for logging purposes.
`BKE_id_remapper_print` prints out the rules inside a IDRemapper struct.
Instead of creating and destroying threads when starting and stopping renders,
keep a single thread alive for the duration of the session. This makes it so all
display driver OpenGL resource allocation and destruction can happen in the same
thread.
This was implemented as part of trying to solve another bug, but it did not
help. Still I prefer this behavior, to eliminate potential future issues wit
graphics drivers or with future Cycles display driver implementations.
Differential Revision: https://developer.blender.org/D14086
For reasons unclear, destroying and then recreating a vertex buffer in the
render OpenGL context is affecting the immediate mode vertex buffer in the
draw manager OpenGL context.
Instead just create a single vertex buffer and use it for the lifetime of
the render OpenGL context. There's not really any need to have a separate
one per tile as far as I can tell.
Differential Revision: https://developer.blender.org/D14084
This adds support for exporting attributes from a Blender Curves object to Cycles.
The implementation follows that of the Mesh object. This also creates motion blur
data if the "velocity" attribute is present on the Curves.
Ref T94193
Reviewed By: brecht
Maniphest Tasks: T94193
Differential Revision: https://developer.blender.org/D14088
Due to the freeing and re-creation of textures performed when binding
offscreen viewports, VR viewport textures would be needlessly
re-created every drawing iteration, leading to a negative impact on VR
frame rate.
This was brought to light by 6738ecb64e, which introduced an
additional texture clear operation on initialization and was
prohibitively costly on some systems when performed every frame.
Now, the textures for VR viewports will not be always re-created
during offscreen binding, but only when necessary using a pre-drawing
step (`wm_xr_session_surface_offscreen_ensure()`).
Reviewed By: jbakker, fclem
Differential Revision: https://developer.blender.org/D14059
When using a RGBA16 (`GL_RGBA16`, `DXGI_FORMAT_R16G16B16A16_UNORM`)
swapchain format with Quest 2, no image is presented to the headset.
This can occur when using the SteamVR runtime with an AMD graphics card
(ex. T95374).
Workaround is to move this format after the Quest 2-compatible RGBA16F
formats in the candidates list so that the RGBA16F formats are chosen
instead.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14024
Crash was caused since the function pointers
`s_xrGetOpenGLGraphicsRequirementsKHR_fn`/
`s_xrGetD3D11GraphicsRequirementsKHR_fn` were static and were not
updated with the correct proc address after being set the first time.
As stated in the OpenXR spec: "function pointers returned by
xrGetInstanceProcAddr using one XrInstance may not be valid when used
with objects related to a different XrInstance".
Although it would seem reasonable that the proc address would not
change if the instance was the same (hence the `static XrInstance s_instance;`),
in testing, repeated calls to `xrGetInstanceProcAddress()`
with the same instance still can result in changes (at least for the
SteamVR runtime) so the workaround is to simply set the function pointers
every time, essentially trivializing their `static` designations.
Reviewed By: Severin
Maniphest Tasks: T94268
Differential Revision: https://developer.blender.org/D14023
For the majority of node groups created in Blender 3.0 the behavior does not change.
So far we only found a single file where this setting has an effect.
Differential Revision: https://developer.blender.org/D14078
For an upcoming project we would want to match multiple id types in a
single go. To not replicate the implementation using other types we
introduce `BKE_library_id_can_use_filter_id` that returns all supported
types as a filter.
Not all ID types have a filter_id (ID_LI, ID_KE, ID_SCR) These
exceptions are not available in the filter_id function.
Reviewed By: mont29
Maniphest Tasks: T95279
Differential Revision: https://developer.blender.org/D14061
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Complex Solidify creates edge bevel weights on the rim if the
according vertex has some vertex bevel weight. If there are no
edge bevel weights, they were left disabled even if vertex bevel
weights are used.
Some curve objects don't have an evaluated mesh at all, but line art
currently assumes that all curve objects have one before converting
it to a mesh internally. Fix this by checking if the curve object has an
evaluated mesh before skipping it.
The remaining problem is that evalauted from non-mesh objects or
evaluated curves from non-curve objects, etc. will be ignored if
"Allow Duplicates" is off. That's a different problem though.
Differential Revision: https://developer.blender.org/D14036
For curve-heavy scenes, memory consumption regressed when we switched from MetalRT to bvh2. Allow users to opt in to MetalRT to workaround this.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14071
Disable binary archives on Apple Silicon (issue stems from instancing multiple PSOs from the same binary archive). Pipeline creation still filters through the OS shader cache, mitigating any impact on setup times after the initial render.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D14072
This is part of the project of converting `MVert` into `float3`.
(more details in T93602), The pbvh update flag is removed and
replaced with a bitmap stored in the PBVH structure. This
patch is similar to D13878. This is mainly setup for an eventual
performance improvement by removing the extra data from
mesh vertices, but if it's consistent with testing in the other patch
doing the same thing for another "temp tag", then it may actually
increase the speed of sculpt code slightly, since less memory needs
to be loaded when checking/changing the flags.
Differential Revision: https://developer.blender.org/D14000
The main issue is that the image and image user is not updated correctly
in `rna_ImageUser_update`. `BKE_image_user_frame_calc` does not set the
correct frame, because the image is null. Also `IMA_GPU_REFRESH` is not
set for the same reason.
When gpu materials are first created, it is expected that the frame is set
correctly, and the flag is set if necessary. Therefore, somewhere during
depsgraph evaluation, those have to be updated. The depsgraph node
to do the update existed already. Now there is a new relation so that it is
executed when the node tree changed, not only when the frame changed.
This is partially caused by a stupid mistake in cfa53e0fbe
where I missed initializing the `vert_normals` pointer in
`MResolvePixelData`. It's also caused by questionable assumptions
from DerivedMesh code that vertex normals would be valid.
The fix used here is to create a temporary mesh with the data necessary
to compute vertex normals, and ensure them here. This is used because
normal calculation is only implemented for `Mesh` and edit mesh, not
`DerivedMesh`. While this might not be great for performance, it's
potentially aligned with future refactoring of this code to remove
`DerivedMesh` completely. Since this is one of the last places the data
structure is used, that would be a great improvement.
Differential Revision: https://developer.blender.org/D13960
While applying liboverrides on linked data, RNA code (in
`rna_property_override_check_resync`) would detect a lot of false positive
regarding IDs needing resync, because the temporary ID used to apply
overrides was always local, breaking the libraries comparison check.
NOTE: that whole 'apply liboverrides' code could use some refreshment,
it did not change much from initila version several years ago, we now
have better tools and control over non-main data.
But for now the 'trick' in that commit should do the job, ultimately
those temps IDs should never be put in Main at all.
The crash was happening when the mesh had loose edges.
Loose edges are not part of OpenSubdiv topology and hence should not be
communicated to the refiner. Pass ta boolean flag indicating whether an
edge is loose or not in the mesh foreach routines, which seems to be
the easiest way.
Decouple the reference (linked) root ID and the hierarchy (override) root ID.
Previous code was assuming that the reference ID was always also tagged
for override creation, which is true in current master, but cannot be
assumed in general (and won't be true with partial resync anymore).
Also add asserts to validate conditions that the reference/hierarchy_root
variables must meet.
There are two things achieved by this change:
- No possible downcast of size_t to int when calculating motion steps.
- Disambiguate call to `min()` which was for some reason considered
ambiguous on 32bit platforms `min(int, unsigned int)`.
- Do the same for the `max()` call to keep them symmetrical.
On an implementation side the `min()` is defined for a fixed width
integer type to disambiguate uint from size_t on 32bit platforms,
and yet be able to use it for 32bit operands on 64bit platforms without
upcast.
This ended up in a bit bigger change as the conditional compile-in of
functions is easiest if the functions is templated. Making the functions
templated required to remove the other source of ambiguity which is
`algorithm.h` which was pulling min/max from std.
Now it is the `math.h` which is the source of truth for min/max.
It was only one place which was relying on `algorithm.h` for these
functions, hence the choice of `math.h` as the safest and least
intrusive.
Fixes 32bit platforms (such as i386) in Debian package build system.
Differential Revision: https://developer.blender.org/D14062
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
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