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Author SHA1 Message Date
fd7e8634fa Merge branch 'master' into node-group-single-socket-nodes 2021-07-25 12:50:09 +01:00
Christoph Lendenfeld
aa32121174 Fix: Remove automatic hiding of bones when using the pose slider
This patch addresses the issue raised in T88340.
When entering a pose sliding operator bones would automatically get hidden.
While technically not a bug it was decided that it is too confusing.
Hiding with 'H' is still possible though, just won't happen automatically

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D11883
Ref: D11883
2021-07-24 21:25:23 +01:00
f2fb5b6ff2 Hide new group input sockets by default. 2021-07-24 18:08:09 +01:00
9bff211ac9 Merge branch 'master' into node-group-single-socket-nodes 2021-07-24 15:32:28 +01:00
c971c851d3 GHOST/wayland: use Wayland only when 'BLENDER_WAYLAND' is set 2021-07-24 12:30:14 +01:00
a2ccd0e495 cmake: enable Wayland by default 2021-07-24 12:30:14 +01:00
1029577a51 GHOST/wayland: explicitly delete 'GHOST_SystemWayland' when fallback to X11 2021-07-24 12:30:13 +01:00
05c7d935e7 Cleanup: fix warning -Wparentheses 2021-07-24 19:16:13 +09:00
8fe0aecfde UI: Do not abbreviate/shorten wording
Abbreviations are harder to read and understand thus it is best to be direct.
For example without understanding and context it is hard to know exactly what "Len" means.
2021-07-23 20:46:09 -04:00
ede1ce6e9a GTest: Use INC/INC_SYS for Libmv/OSD tests
This change transitions libmv/osd tests to our
blender_add_test_executable macro that explicitly
takes the include directories as a parameter.

This is in preparation for future clean-up of
global include directories.

Differential Revision: https://developer.blender.org/D12012
Reviewed By: sergey
2021-07-23 16:50:13 -06:00
8031326262 Revert "VSE UX: Make Speed Effect strips more user friendly."
This reverts commit 3123f33380 and
a092baa7f9.
2021-07-23 19:00:13 -03:00
Fredrik Hansson
2beff6197e Weld Modifier: add "loose_edges" option
This improve the cloth modeling workflow by allowing you to weld only the
edges that are used for the sewing forces.

Reviewed By: mano-wii, weasel

Differential Revision: https://developer.blender.org/D10710
2021-07-23 18:52:25 -03:00
3123f33380 Many tweaks to f-curve drawing code 2021-07-23 18:47:07 -03:00
Germano Cavalcante
a092baa7f9 VSE UX: Make Speed Effect strips more user friendly.
**Drawing Changes:**
- F-curve drawing for Stretch, Multiply, Length and Frame Number.
- Value drawing when no keyframes for Stretch, Length and Frame Numbers.

General view of the new drawing for each speed effect mode:
{F9796642, size=full}

Detail of the horizontal zero (blue) line in the new `Multiply` mode:
{F9798520, size=full}

Nice to have (but I don't know how):
- Auto adjusting of endframe when using Multiply or Boost.

Differential Revision: https://developer.blender.org/D6110
2021-07-23 18:47:07 -03:00
5e3d0840a3 PyDocs: Fix syntax errors resulting in warnings 2021-07-23 16:50:10 -04:00
c41b93bda5 XR: Fix for Viewport Denoising Artifacts
Addresses T76003. When using VR with Eevee and viewport denoising,
scene geometry could sometimes be occluded for one eye. Solution is
to use a separate GPUViewport/GPUOffscreen for each VR view instead
of reusing a single one for rendering.

Reviewed By: Julian Eisel, Clément Foucault

Differential Revision: http://developer.blender.org/D11858
2021-07-24 00:12:17 +09:00
eb43477851 Fix T89393: crash when selecting edges when geometry nodes has "on cage" turned on
The core problem is that the geometry nodes modifier sometimes support
"mapping" (i.e. it remembers which new vertices correspond to edit mode
vertices) and sometimes it does not, depending on what the nodes are doing.
Also see rB07ce9910f7cc.

The solution here is that the fallback case in `BKE_mesh_foreach_mapped_edge`
does not call the callback with "invalid" indices.

Differential Revision: https://developer.blender.org/D12007
2021-07-23 16:15:18 +02:00
239a74a130 Fix T90065: disable attribute search in places where there is too little context
Differential Revision: https://developer.blender.org/D12008
2021-07-23 16:13:04 +02:00
6ac378e685 Fix: avoid creating improper rotation matrix
This might change the rotation of some instances after a Curve to Points.
Unfortunately, there is not much we can do about that, the math before
was just wrong. The forward and up axis stayed the same though.

Differential Revision: https://developer.blender.org/D12006
2021-07-23 16:10:03 +02:00
25fc77f46c Fix T89829: wrong active context path check in spreadsheet
The problem was that the modifier was reevaluated all the time, even
between showing the attribute search and clicking on the attribute
name. This freed the data referenced by attribute search. The real bug
here was that the dependency graph was tagged for update even
though nothing changed. This was because the spreadsheet thought
its active context has changed and it wanted to compute the new
value to be shown in the spreadsheet.

The reason for the bug was that I confused how the tree-path of a
node editor works. The second element in the tree path contains
the name of the group node in the root tree that we're in (instead
of the first element).

Differential Revision: https://developer.blender.org/D12009
2021-07-23 16:06:41 +02:00
de2c4ee587 Another slight increase in speed for Delaunay CDT.
When the new "need_ids" flag is false and the output type is not
one of the valid BMesh kinds, there is no need to propagate even
a dummy id to all of the faces.
2021-07-23 08:31:40 -04:00
f23b14091f Cleanup: double spaces in strings 2021-07-23 17:04:21 +10:00
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
7ce0d9d791 Cleanup: de-duplicate code for edge-split tagging
Share functionality for single and multi-threaded edge-split tagging.

Remove logic that ensured vert & loop indices in bm_mesh_edges_sharp_tag
(missing from fd9fc809b7).
2021-07-23 16:40:51 +10:00
36c0649d32 XR: Reference Space Improvements
Improves control over the XR reference space by using the stage ref
space (user-defined tracking bounds) instead of local ref space
(position at application launch), if available. Also adds an
"absolute tracking" session option to skip applying eye offsets that
are normally added for placing users exactly at landmarks.

By enabling absolute tracking, users can define the tracking origin
in a way that is not linked to the headset position. Instead, the
tracking values given by the XR runtime are left unadjusted and a
user can manually calibrate an "origin" landmark object to adjust to
their real world space.

Can be useful for applications that use external tracking systems
and those that primarily only need to use controllers and not the
headset (e.g. motion capture).

The absolute tracking option requires an update to the VR
Scene Inspection addon to be accessible by regular users.

Reviewed By: Julian Eisel

Differential Revision: http://developer.blender.org/D10946
2021-07-23 14:54:56 +09:00
66548007a8 Cleanup: "position tracking" typo in enum member 2021-07-23 14:54:24 +09:00
eea65cbd42 Cleanup: remove unused BM_mesh_loop_normals_update function
The only difference with BM_loops_calc_normal_vcos was passing in
custom coordinates which may be NULL.
2021-07-23 15:10:59 +10:00
66dfef10a7 Fix error setting sharp edges in recent normal calculation changes
bm_mesh_edges_sharp_tag was called with setting sharp edges enabled.
Error in 39b2a7bb7e.
2021-07-23 15:02:04 +10:00
fd9fc809b7 Cleanup: remove normal assignment from bm_mesh_edges_sharp_tag
This was added in 0b7f581397
but seems not to be needed as the assignment was never correct
since only one corner on either side of the smooth edge had the
vertex normal written to it.
2021-07-23 14:36:40 +10:00
39b2a7bb7e Edit Mesh: multi-thread auto-smooth sharp-edge calculation
Merge the sharp edge tagging into bm_mesh_loops_calc_normals,
this has the advantage that edge tagging can be performed as part of
walking over each vertices edges - instead of tagging in a separate loop.

Even though this will tag edges twice (once for each vertex),
the computation isn't heavy as it's only calculating a dot-product
between the two face users to compare the angle.

This change combined with 4ba06ad0a8
makes BM_loops_calc_normal_vcos around 5.68x faster,
with an overall speedup over 2.6x when transforming a high poly mesh.
(tested on a system with 32 cores).

Reviewed By: mont29

Ref D11970
2021-07-23 12:55:58 +10:00
4ba06ad0a8 Edit Mesh: multi-thread auto-smooth & custom normal calculations
Supported multi-threading for bm_mesh_loops_calc_normals.

This is done by operating on vertex-loops instead of face-loops.

Single threaded operation still loops over faces since iterating
over vertices adds some overhead in the case of custom-normals
as the order used for accessing loops must be the same as iterating
of a faces loops.

From isolated timing tests of bm_mesh_loops_calc_normals on high
poly models, this gives between 3.5x to 10x speedup,
with larger gains for meshes with custom-normals.

NOTE: this is part one of two patches for multi-threaded auto-smooth,
tagging edges as sharp is still single threaded.

Reviewed By: mont29

Ref D11928
2021-07-23 12:54:17 +10:00
3fb47956c0 Man Page: Fix spelling 2021-07-22 20:13:14 -04:00
Christoph Lendenfeld
fafd21b14c Animation: Generic Slider implementation
Extract the slider gui implemented for the pose slide tools.
Generalise it so it can be used by other tools as well.

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9314
Ref: D9314
2021-07-22 23:44:53 +01:00
49e68f15f2 Geometry Nodes: Display Node Warnings in Modifier
With this commit, node warnings added to nodes during evaluation
(not "Info" warnings) will also draw in the modifier. In the future
there could be a "search for this node" button as well.

Differential Revision: https://developer.blender.org/D11983
2021-07-22 17:53:35 -04:00
f76dfe8fb4 Cleanup: Add function to check a curve's spline types
The need for this has come up a few times.
2021-07-22 17:20:04 -04:00
524d172742 Fix: "Bake" automatically calculated handles in set handle node
Because these handles are calculated lazily, we need to make sure they
are calculated before switching to a manually positioned mode.
I doubt it would ever be necessary, but theoretically this could happen
on a per-point level, to avoid calculating handles not in the selection.
2021-07-22 17:11:26 -04:00
Germano Cavalcante
f013e3de81 VSE: Speed Effect layout updates
**Changes:**
- New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`.
- "`Multiply Factor`" has been removed;
- Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum;
- Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum;
- Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum;
- Except `Stretch` each mode has now its respective control values.

Differential Revision: https://developer.blender.org/D11856
2021-07-22 17:51:07 -03:00
e77a1dc6b0 Fix name used when parsing arguments 2021-07-22 15:29:09 -03:00
1b44b47f69 PyGPU: new method 'GPUFrameBuffer.read_depth'
Method requested by users in order to port addons to new API.
2021-07-22 15:17:48 -03:00
1a91c57320 Compositor: Fix crash when using empty input sources
It's the case of Image or Movie Clip node when not selecting any
source or an empty one.
Render methods expect an output buffer with size, only render
operations with resolution.
2021-07-22 18:51:51 +02:00
b1bf4c2a05 Compositor: Full frame Texture node
Adds full frame implementation to this node operation.
No functional changes.
2021-07-22 18:51:51 +02:00
48e27ad122 Compositor: Full frame Movie Clip node
Adds full frame implementation to this node operation.
No functional changes.
2x faster than tiled fallback.
2021-07-22 18:51:51 +02:00
91e2b1dcaf Compositor: Fix buffer area iterating past the end 2021-07-22 18:51:51 +02:00
5f28a90b34 Compositor: Add coordinates to BuffersIterator
Allows to cover many use cases where iterating both buffers and
coordinates is needed.
2021-07-22 18:05:55 +02:00
97712b018d Fix T90026: attributes added in editmode are lost on modeswitch
When exiting editmode, customdata [and thus attributes] are copied from
**BMesh** to **Mesh** (in `BM_mesh_bm_to_me`).
When adding attributes, these were always added via
`CustomData_add_layer_named` only.
Instead (if we are in mesh editmode), we need to go through
`BM_data_layer_add_named` to properly update the **BMesh** (see
`update_data_blocks`) so we have stuff available to copy back to
**Mesh** when exiting editmode.
Same is done for removing (also going through BMesh).

This is now done, DomainInfo is updated to point to BMesh (instead of
Mesh) customdata when in editmode.

Maniphest Tasks: T90026

Differential Revision: https://developer.blender.org/D11998
2021-07-22 17:57:46 +02:00
Johnny Matthews
0e8d1c6bcf Geometry Nodes: Set Bezier Handle Type Node
This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.

Differential Revision: https://developer.blender.org/D11992
2021-07-22 10:55:50 -04:00
320f34af86 Tests: continue running benchmarks if some tests fail to build or run
Convenient when testing many revisions where some might be broken.
2021-07-22 16:35:00 +02:00
19b597c55d Tests: improve finding of Blender executables in benchmarking
* Allow specifying a folder and automatically setting the proper executable
  name depending on the operating system
* Use executables from configs for listing devices instead of a blender
  command being available
2021-07-22 16:34:57 +02:00
f2cce48698 Versioning: move "until next subveresion bump" code
Move "until next subveresion bump" code into the 300.13 version block.
This should have happened in rB8d5b9478a25.
2021-07-22 15:19:58 +02:00
0eccf57161 Cleanup: Silence warning - unused parameter 2021-07-22 08:59:43 -03:00
Yann Lanthony
574995478a Fix T89733: Py API: bpy.data.orphans_purge argument parsing
On Windows, using `bpy.data.orphans_purge` with some arguments (eg: `do_recursive=True`) does not produce the expected results. This is due to arguments not being parsed correctly on this platform with the current code.

The proposed fix is based on how other functions with boolean attributes are exposed to the Python API.

Reviewed By: #python_api, mont29

Maniphest Tasks: T89733

Differential Revision: https://developer.blender.org/D11963
2021-07-22 12:52:37 +02:00
Philipp Oeser
57668d84cf Make polls for removing mesh data layers consistent
This was reported in T90026 for attributes, but was also true for:
- UVMaps
- Vertex Colors
- Sculpt Vertex Colors
- Face Maps

For Vertex groups and Shapekeys this was already done (in that their
remove poll would check if there is a vertex group or shapekey to begin
with), now make this consistent across all mentioned types.

Thx @vvv for the initial patch (where this was done for attributes only)

ref T90026

Reviewed By: HooglyBoogly

Maniphest Tasks: T90026

Differential Revision: https://developer.blender.org/D11990
2021-07-22 10:11:44 +02:00
8d5b9478a2 Bump subversion to avoid infinite enabling pose_library add-on
Bump Blender's sub-version to make sure the pose_library add-on isn't
auto-enabled on every run of Blender.
2021-07-22 09:51:52 +02:00
64bb49fa4e Cleanup: Move reorganize asset files
I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.

Also corrected the name of `ED_asset_can_make_single_from_context()`.
2021-07-21 20:41:29 +02:00
Germano Cavalcante
178086d581 Draw Cache: extract tris in parallel ranges
The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.

Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.

As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.

The benefit will be much greater when we can skip updating the cache
while transforming a geometry.

**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)

1.1x overall speedup

Differential Revision: https://developer.blender.org/D11445
2021-07-21 15:09:43 -03:00
785d87ee42 Fix T90017: Bone widget drawing inconsistent with editing
The `lines_loose` extractor did not trigger loose geometry caching.
2021-07-21 14:46:53 -03:00
c830c5b16b Cleanup: Move loose geometry cache creation to render data task
This centralizes caching functions.
2021-07-21 14:46:53 -03:00
e850c2b06d Cleanup: Centralize/unify asset library reference from/to enum code
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.

* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
2021-07-21 19:35:39 +02:00
10e28bd270 Assets: Replace duplicated asset library reference type from DNA
Since recently it's possible to access assets from outside the
File/Asset Browser, via the asset view template. So we are slowly
moving away from file space specific code to dedicated asset system
code. I introduced `AssetLibraryReference` as a duplicate of
`FileSelectAssetLibraryUID`, with a plan to delete the latter in a
separate cleanup commit. That's exactly what this commit is.

This will cause Asset Browsers to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
2021-07-21 19:35:39 +02:00
8de2b6a020 Assets: Rename workspace active asset library DNA variable
This new variable was introduced with 7898089de3. We don't usually use
an `active` prefix variable. Plus, this makes the name match the one of
the Asset Browser active library variable, so we can use the
`rna_def_asset_library_reference_common()` helper for both.

This will cause Asset Views to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
2021-07-21 19:35:39 +02:00
952ded57de Cleanup: Add missing doxygen file/group comment in new asset file 2021-07-21 19:35:39 +02:00
581a6da804 Fix incorrect use of BLI_assert with error strings
Some asserts were never raised because of invalid checks.
2021-07-22 00:47:29 +10:00
63da2c4082 Cleanup: replace BLI_assert(test || !"text") with BLI_assert_msg(test, text) 2021-07-22 00:46:45 +10:00
Yuki Hashimoto
22bef356ae Cleanup: correct the comment in ghost
The same comments were written in clientToScreen and screenToClient in
GHOST. I corrected them.

Ref D11986
2021-07-21 23:14:03 +10:00
3cfd6439c6 Fix bug in assert in delaunay test.
Assert was trying to say x coords of arcs lined up, and didn't do that.
2021-07-21 08:33:29 -04:00
16804297e6 Cleanup: Split set_preview_visibilty. 2021-07-21 14:12:24 +02:00
d1e1d6c491 Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text") 2021-07-21 20:59:19 +10:00
bbcc8330f7 Cleanup: spelling 2021-07-21 20:42:11 +10:00
e7082fbdb0 Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msg 2021-07-21 20:39:51 +10:00
ab101d444d Fix T89881: ignore unavailable sockets when searching for link cycles 2021-07-21 11:28:26 +02:00
8b0fac4116 Fix compile issue. 2021-07-21 11:09:52 +02:00
82ff5dd911 Fix i18n utils_cli mistake.
Reported by James Monthea (@jmonteath), thanks.
2021-07-21 10:37:45 +02:00
9aa0a3f533 Cleanup Preview rendering: Separate world preparation.
Small cleanup that moves world preparation out of scene preparation.
2021-07-21 09:35:21 +02:00
75e41b1279 Cleanup: use named enum types.
Added ePreviewRenderMethod and ePreviewType.
2021-07-21 08:18:34 +02:00
265c3a4724 Cleanup: replace NB with NOTE in comments 2021-07-21 13:10:32 +10:00
Smitty van Bodegom
dc8a924efa UI: Use more descriptive wording for particle modifier conversions
Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D11795
2021-07-20 17:39:25 -04:00
Romain Toumi
14d5a45750 UI: Fix Cycles Materials menu Layout
Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :

Eevee :
{F10230448}

Cycles :
{F10230449}

Simply Fixed by replacing the Cycles UI code by the Eevee UI code.

Thanks to @Brainzman for helping me create this diff and translate

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D11979
2021-07-20 17:23:34 -04:00
807bb450a0 Fix API doc generation after recent context additions 2021-07-20 22:07:41 +02:00
bfe6b55aa7 Fix T89827: Attribute transfer node crash on mesh with no faces
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
2021-07-20 15:56:36 -04:00
d3445496b1 Fix memory leak with asset view template operator properties 2021-07-20 21:50:09 +02:00
cb0b017d8f Cleanup: Store asset-handle in drag data
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
2021-07-20 21:30:04 +02:00
0af08cea40 Cleanup: Use asset utility function to get the asset .blend path
For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
2021-07-20 21:30:04 +02:00
e99801390c Cleanup: Move asset-handle functions to own file
Keeps files minimal and focused. I much prefer that over having all
kinds of stuff in general files like `asset_edit.cc`.
2021-07-20 21:30:03 +02:00
5a1b1c0ed2 Cleanup: Getters for asset-handle data
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
2021-07-20 21:30:03 +02:00
207df439e1 Cleanup: Use const for internal file data of asset-handle
Note that the current asset-handle design is temporary, see
35affaa971. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
2021-07-20 21:30:03 +02:00
36fb03e2b9 Asset: Clearly describe RNA property description as temporary
The asset handle design is only temporary (see 35affaa971) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
2021-07-20 21:30:03 +02:00
8ffc3ee257 Cleanup: Correct asset TODO comment, move setter next to getter 2021-07-20 21:30:03 +02:00
aeee7f390d Fix T89993: Failed assert drawing single point cyclic splines
The same check used for the curve to mesh node.
2021-07-20 14:54:01 -04:00
cf28398471 Fix T89687: Curve to mesh node incorrect face orientation
The new faces should have a winding direction that points them outward,
the fix was swapping the order of each face's edge and vertex indices.
2021-07-20 14:39:24 -04:00
1e063a0242 Cleanup: Use const arguments and less sequential iteration
Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
2021-07-20 14:28:33 -04:00
b65ec08bbb Armature test: properly initialize bone hierarchy
Fix segfault in `BKE_armature_find_selected_bones_test` by property
initializing the bone hierarchy listbases.

No functional changes to Blender.
2021-07-20 19:02:43 +02:00
Jagannadhan Ravi
26b2a35dd4 Speedup rigid body "Copy from Active" operator
If there were lots of selected objects without an existing rigid body,
we would add rigid bodies to them one by one.

This would be slow in python, now we instead do this as a batch
operation in C.

On my (Intel) MacBook it used to take 60 seconds and with this change it
takes about 0.3 seconds.

Reviewed By: Sebastian Parborg

Differential Revision: http://developer.blender.org/D11957
2021-07-20 18:57:12 +02:00
f53ca7e41c Cleanup: Fix missing braces warning on Clang 2021-07-20 21:03:47 +05:30
6754d7aef6 Pose Library: remove assumption about Action group names
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.

Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:

- `BKE_armature_find_selected_bones`: function that iterates over all
  bones in an armature and calls a callback for each selected one. It
  returns a struct with info about the selection states (all or no bones
  selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
  function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
  in an Action that targets a bone, also passing it the bone name.
2021-07-20 17:12:01 +02:00
c4f71f3193 Cleanup: fix clang-tidy warning readability-qualified-auto
No functional changes.
2021-07-20 17:11:29 +02:00
3e4c98429b Cleanup: fix clang-tidy readability-else-after-return
No functional changes
2021-07-20 17:11:29 +02:00
f763929486 Cleanup: fix clang-tidy warning modernize-use-nullptr
No functional changes.
2021-07-20 17:11:29 +02:00
3ea4c6b9c9 Pose backup: convert from C to C++
Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will
make future improvements easier. For now, it's the same code with just
some additional explicit casts (C++ doesn't allow implicitly casting
`void *`), `NULL` changed into `nullptr`, and some other simple changes.

No functional changes.
2021-07-20 17:11:29 +02:00
f164188a6d Fix T89981: missing refresh on the compositors render layer node when adding/removing AOVs
Just refresh the node's outputs via ntreeCompositUpdateRLayers().

Maniphest Tasks: T89981

Differential Revision: https://developer.blender.org/D11973
2021-07-20 17:00:01 +02:00
3e29175af3 Fix T89982: Geometry Nodes: 'New' Button tries to create node_tree on active modifier, rather than button context
When done from the Properties Editor, the context's modifier should be
used (this is where the button is located), when done from elsewhere,
the active modifier is still the way to go (since the context modifier is
not available then)

Maniphest Tasks: T89982

Differential Revision: https://developer.blender.org/D11972
2021-07-20 16:53:34 +02:00
Johnny Matthews
83b6fcc70c Fix: Bezier segment node adds handles incorrectly
This caused the "cyclic" attribute to appear dysfunctional.
2021-07-20 09:58:24 -04:00
76a3ff70d5 Fix T89979: Assert in edit mode with curve to mesh node
The node tagged polys normals dirty,  but the function to calculate the
normals didn't clear the dirty flags for polys. Now clear the poly and
corner dirty normal flags.
2021-07-20 09:37:40 -04:00
c3a400b73f Cleanup: use single back-tick quoting in comments
While doxygen supports both, conform to our style guide.

Note that single back-tick's are already used in a majority of comments.
2021-07-20 22:58:14 +10:00
48a45c43e4 Cleanup: use doxygen style parameters in noise.c
These used their own ad-hoc syntax.
2021-07-20 22:54:48 +10:00
9e1fdd1f14 Cleanup: added const keyword to BLI_dlrbTree search functions. 2021-07-20 14:49:49 +02:00
6c5f8bf5aa Cleanup: Remove redundant forward declarations. 2021-07-20 14:49:49 +02:00
9471715720 Fix crash in delaunay C interface test.
The test forgot to set the new need_ids field, which luckily
exposed a bug in the C api for delaunay when that field is false.
Fixed the bug and the test, and added a test for the need_ids false
case.
2021-07-20 07:28:46 -04:00
75c9788c27 Compositor: Fix crash when connecting multiple constant inputs
Operation receiving inputs was being folded more than once
when it was constant foldable.
2021-07-20 12:31:40 +02:00
d218ba8009 LineArt: UI cleanups.
Wording on the UI, slider consistency and material mask switches layout.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: http://developer.blender.org/D11839
2021-07-20 13:06:45 +08:00
77e927b58f Cleanup: reserve C++ comments for disabled code
Use C comments for plain text.
2021-07-20 15:01:05 +10:00
fe2f43a15c Cleanup: use '#if 0' for disabling multiple lines 2021-07-20 15:01:03 +10:00
59eb71afa1 Cleanup: Make function static, use const object argument
Also use `const Curve *` instead of `const Object *`, since the
function works at a lower level than objects anyway.

And also remove another unused function. Since this section of code
for converting curves to meshes will likely be replaced, it's nicer to
see which parts actually remain used at this point.
2021-07-19 21:19:59 -04:00
0e9c04a3ea Cleanup: spelling 2021-07-20 11:12:24 +10:00
cf8ea741f2 Cleanup: quiet GCC maybe-uninitialized warning
Function signatures for snap callbacks used `const` incorrectly
which was hidden by casting function types.

This made it seem as if the input arguments wouldn't be change and
wouldn't be initialized.

Name return arguments with an `r_` prefix, order them last,
remove function casts and correct `const` usage.
2021-07-20 11:12:24 +10:00
0733926a34 Cleanup: Remove unused function 2021-07-19 20:51:57 -04:00
24aae7ed63 Docs: Update RNA to user manual mappings 2021-07-19 18:41:58 -04:00
3021f9b48c Cleanup: Clang format 2021-07-19 17:12:01 -04:00
468765d29e Compositor: Export operation results as debug option
When fixing issues, seeing operation results can be helpful for
detecting which operation went wrong.

This commit adds an option for exporting all operations results to
image files.
Exceptions are:
- Output operations: They are already exported or can be seen in UI.
- Constant operations: There are too many and is rarely useful.

They are exported to "<temp session folder>/COM_operations/"
with filenames "<operation class name>_<operation id>.png".
Only works on full frame execution mode.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11722
2021-07-19 22:05:39 +02:00
9aa88a6604 Compositor: Full frame Brightness node
Adds full frame implementation to this node operation.
No functional changes.
2.4x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11677
2021-07-19 22:05:39 +02:00
b35efa932e Compositor: Full frame Mix node
Adds full frame implementation to this node operations.
No functional changes.
2.3x faster than tiled fallback on average.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11686
2021-07-19 22:05:39 +02:00
300fe84bf0 Compositor: Full frame Viewer node
Adds full frame implementation to this node operation.
No functional changes.
No performance changes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11698
2021-07-19 22:05:39 +02:00
b848d5cdf5 Compositor: Full frame Double Edge Mask node
Adds full frame implementation to this node operation.
No functional changes.
No performances changes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11750
2021-07-19 22:05:39 +02:00
0a0c2c0217 Compositor: Full frame Ellipse Mask node
Adds full frame implementation to this node operation.
No functional changes.
3x times faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11635
2021-07-19 21:26:58 +02:00
45b46e5de9 Compositor: Buffer iterators
Currently we mostly iterate buffer areas using x/y loops or through
utility methods extending from base classes.

To simplify code in simple operations this commit adds wrappers for
specifying buffer areas and their iterators for raw buffers with any
element stride:
- BufferRange: Specifies a range of contiguous buffer elements from a
 given element index.
- BufferRangeIterator: Iterates elements in a BufferRange.
- BufferArea: Specifies a rectangle area of elements in a 2D buffer.
- BufferAreaIterator: Iterates elements in a BufferArea.
- BuffersIterator: Simultaneously iterates an area of elements in an
 output buffer and any number of input buffers.
- BuffersIteratorBuilder: Helper for building BuffersIterator adding
 buffers one by one.
For iterating areas coordinates it adds `XRange` and `YRange` methods
that return `IndexRange`.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11882
2021-07-19 20:06:21 +02:00
582c5530b6 Cleanup: Move asset library reference C++ wrapper to own files
Although currently only the asset list code uses the asset library
reference wrapper, it can stand on its own and may be used in more
places in the future. So I prefer to give it its own source & header
file.

Also removed unused includes, added proper namespaces as per our C++
style guidelines, and removed an unnecessary TODO comment.
2021-07-19 18:28:27 +02:00
ebe32e01e1 Cleanup: Remove unused function, unused declaration 2021-07-19 11:56:52 -04:00
07a77816a1 Fix some mesh edition macro operators incorrectly setting an empty description string.
No operator or macro should be missing description. But if they do, then
they should use NULL pointer, and not an empty string.

This behavior was already enforced (through an assert) for operators,
previous commit made it the same for macros.
2021-07-19 16:05:24 +02:00
bae1b64525 Fix broken 'undocumented' case in registration of Macro opertators.
Code dealing with macro operators missing description field was slightly
different than the one from Operator registration.

This lead to invalid memory accesses in some python introspection cases
like the i18n messages extraction code in `bl_i18n_utils` module.
2021-07-19 16:05:24 +02:00
132522cba8 Cleanup: Separate keyframes_draw and keyframes_keylist.
The keylist functions are used in other places for none drawing related
stuff. Fe pose_slide uses it.
2021-07-19 15:53:04 +02:00
ceb612a79c Revert "Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'"
This reverts commits
 bfa3dc91b7,
 52b94049f2,
 ae379714e4,
 a770faa811,
 4ed029fc02,
 101a493ab5 and
 62a2faa7ef.

And fixes T89955.

Changing the dependency graph is a can of worms and the result is
a kind of unpredictable.

A different solution will be planned.
2021-07-19 10:17:38 -03:00
62a2faa7ef Object update: Remove fallback from batch_cache_deform_tag
Falback is not really necessary, and causes
`BKE_object_data_batch_cache_dirty_tag` to run multithreaded in an
unsafe way.

No functional changes.
2021-07-19 09:50:53 -03:00
101a493ab5 Fix T89941: No path`s bevel update, when I change bevel profile curve
Update was skipping the batch cache.
2021-07-19 09:47:56 -03:00
ff01070b5c Cleanup: minor correction to delaunay_2d_cdt doc-string
Use more conventional syntax for default arguments.
2021-07-19 11:57:28 +10:00
ee857cc266 Cleanup: remove unused pathlib import 2021-07-19 11:30:27 +10:00
ad7455cd14 Cleanup: remove unused MTex.pmapto, pmaptoneg & defines
These have not been in use since 2.57
fafbd9d71b.
2021-07-19 11:24:24 +10:00
83883ae66a Fix: memcpy overlapping region ASAN warning in curve trim node 2021-07-18 19:24:11 -04:00
75ae328d62 Cleanup: Make curve trim node code more semantically correct
The code used `Spline::LookupResult` in a way that referred to evaluated
points and control points interchangeably. That didn't affect the logic,
but the code became harder to read. Instead, introduce a local struct
to contain the data in a more obvious way.
2021-07-18 19:20:57 -04:00
76f0ef294a Update documentation string for mathutils.geometry.delaunay_2d_cdt. 2021-07-18 15:24:12 -04:00
72d1ddfc9c Make it optional to track input->output mapping in delaunay_2d_calc.
Some uses of delaunay_2d_calc don't need to know the original verts,
edges, and faces that correspond to output elements.
This change adds a "need_ids" value to the CDT input spec, default true,
which tracks the input ids only when true.
The python api mathutils.geometry.delaunay_2d_cdt gets an optional
final bool argument that is the value of need_ids. If the argument
is not supplied, it is true by default, so this won't break old uses
of the API.

On a sample text test, not tracking ids save about 30% of the runtime.
For most inputs the difference will not be so dramatic: it only really
kicks in if there are a lot of holes.
2021-07-18 15:10:34 -04:00
4ed029fc02 Fix T89929: Crash when hiding in the render a previously keyframed volume
Regression introduced in {rBbfa3dc91b754}.

`ID_RECALC_GEOMETRY` should tag all operations of the `GEOMETRY`
component and not just the operation of node `GEOMETRY_EVAL_INIT`.
2021-07-18 15:11:44 -03:00
Angus Stanton
e7a800c52f Geometry Nodes: Curve Trim Node
This node implements shortening each spline in the curve based on
either a length from the start of each spline, or a factor of the
total length of each spline, similar to the "Start & End Mapping"
panel of curve properties.

For Bezier curves, the first and last control points are adjusted
to maintain the shape of the curve, but NURB splines are currently
implicitly converted to poly splines.

The node is implemented to avoid copying where possible, so it outputs
a changed version of the input curve rather than a new one.

Differential Revision: https://developer.blender.org/D11901
2021-07-18 14:09:38 -04:00
24801e0a4a Speed up Delaunay raycast.
From Erik Abrahamsson, this uses parallel loops for raycasting.
It speeds up one example with many crossings of a bezier curve,
from 0.68s to 0.28s.
2021-07-18 12:13:41 -04:00
fc32567cda Versioning: fix vertex group name loss in linked duplicates.
After rB3b6ee8cee708 by @HooglyBoogly vertex groups were moved
to mesh data, and versioning code was provided to upgrade old
files. However, it fails to consider the case of linked duplicates
having different name lists, and dependent on the object order
can cause some of the names to be lost. This can even be all of
them, if there is a duplicate without any names, which can be
easily created by lazy Python code.

To fix this, change the code to use the longest available name list.

Differential Revision: https://developer.blender.org/D11958
2021-07-18 19:09:56 +03:00
Angus Stanton
9eafdb985d Fix: Incorrect logic in spline lookup function
This section of code deals with evaluated points,
so that is the size it should use.
2021-07-18 11:59:23 -04:00
3c8d261557 Greatly improve speed of Delaunay when have a lot of holes.
Using part of a patch from Erik Abrahamsson, this replaces the
use of linked lists for original id tracking by Sets.
I had thought that the lists were unlikely to grow to more than
a few elements, but when the mesh has a lot of holes (whose
original ids go *outside* the hole, and therefore, most of the
mesh), this assumption can be very wrong.
On a Text regression test, the time went from 11.67s to 0.16s
with this fix. I also tested to make sure that Boolean didn't
slow down with this, and found it actually had a very slight speedup.

Using Sets exposed a dependency on the ordering of the items
in the id lists, luckily caught by a mesh intersect regression test,
so fixed that.
2021-07-18 10:48:57 -04:00
Jesse Yurkovich
e82c5c6607 Fix T89868: Crash showing thumbnail of wide-aspect image
Scaling down images could create images with a width or height of zero.

Clamp at 1 to prevent a crash, also add an assert to scaling functions.

Ref D11956
2021-07-18 10:44:02 +10:00
118803893e Cleanup: Simplify realizing of pointcloud instances
Just a small change to make the function slightly shorter.
2021-07-16 15:29:42 -04:00
0793ced8ad Fix T89624: Vertex painting causes mesh to flicker
The `ibo.lines_paint_mask` extractor doesn't have a callback to iterate
bmesh faces, this made `filter_into` ignore the extractor.
2021-07-16 16:20:05 -03:00
e7b441a05c Cleanup: Simplify logic, use C++ types
Also remove an unecessary null check, and make inner loop simpler.
2021-07-16 13:32:25 -04:00
53743adc29 VSE: Fix multicam splitting all selected strips
`split_multicam` used split operator, where if more strips than
multicam were selected, all would be split, which is undesirable.

Add `Sequence.split()` RNA API function. to split individual strips.
Function accepts `frame` and `split_method arguments`. Returns right
strip after splitting.

In case when strip being split have effects, these will be split too, so
no invalid state should be created.

Selection is not handled, this is by design up to user.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11926
2021-07-16 19:16:35 +02:00
1dcf0f9cf1 Fix T89722: Duplicate macro can cause strips to overlap
Bug caused by 78693d524c accidentally removing overlap handling when
transform operator is canceled.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D11899
2021-07-16 19:16:35 +02:00
feba1fe974 Cleanup: Move gpencil_geom.c to C++
This will help enable development on optimizations to the perimeter
calculation here. Using C++ data structures like Array can make the
code easier to read as well.

Longer term, this can help improve integration with attributes
and possibly the new curve code (since strokes and curves are
quite similar in theory).

Differential Revision: https://developer.blender.org/D11941
2021-07-16 13:00:33 -04:00
c4df8ac1a4 Fix T89899: Crashes when accessing vertex groups from objects
We need to be more strict about trying to retrieve a list of vertex group
names from objects now, as only three object types support them.
This commit adds a check for vertex group support in a few places, the
data transfer operator/modifier, copying vertex groups to selected
objects, and the vertex group remove and clear functions.

Differential Revision: https://developer.blender.org/D11947
2021-07-16 12:23:55 -04:00
6025897cd6 Cleanup: Get vertex group names directly from grease pencil data 2021-07-16 12:05:21 -04:00
802a59a58a Cleanup: Remove redundant logic
The object type was checked twice unnecessarily. Also use a function
for the check to be more explicit.
2021-07-16 12:02:38 -04:00
1ab6d5c1dc Surface Deform: support sparse binding mode for improving performance.
When a vertex group is used to limit the influence of the modifier
to a subset of vertices, binding data for vertices with zero weight
is not needed. This wastes memory, disk space and CPU cycles.

If the vertex group contents is known to be final and constant,
it is reasonable to optimize by only storing data group vertices.
This has to be an option in case the group can change.

Supporting this requires adding a vertex index field and spliting
the vertex count into mesh and bind variants, but both happen to
fit in available padding. The old numverts field is renamed to the
new bound vertex count field to maintain the array length invariant.
Versioning is used to initialize the other new fields.

If a file with sparse binding is opened in an old blender version,
it is corrupted into a non-sparse bind with vertex count mismatch,
preventing the modifier from working until rebind.

Differential Revision: https://developer.blender.org/D11924
2021-07-16 16:12:00 +03:00
a770faa811 Fix T89875: False dependency cycle on particle systems
`POINT_CACHE_RESET` pointed to `GEOMETRY_EVAL_INIT` while
`GEOMETRY_EVAL_INIT` pointed to `POINT_CACHE_RESET`.

Now `POINT_CACHE_RESET` points to the same nodes pointed to by
`GEOMETRY_EVAL_INIT` thus avoiding the dependency cycle.
2021-07-16 09:53:00 -03:00
15cfb375a3 Fix T89782: Segfault populating popup menu with dimensions above the opengl limit
The crash happens because `GPU_offscreen_create` is called with `err_out` `NULL`.

This patch proposes a solution within the `GPU_offscreen_create` itself
and raises an error report in the interface if a menu is called with
dimensions beyond what is supported.

Ref T89782

Maniphest Tasks: T89782

Differential Revision: https://developer.blender.org/D11927
2021-07-16 09:53:00 -03:00
e78e235cc5 Cleanup: preview rendering, update assumptions in comment
The `action_preview_render()` function used to just render, but now it
also temporarily applies the pose. Its comment is now updated for this.

No functional changes.
2021-07-16 14:48:03 +02:00
3ec9681ac4 Rename UI error message on attributes panel for name collisions
* Name Collisions > Name collisions
* Info icon > Error icon
2021-07-16 14:36:44 +02:00
23209dc8f9 Disable the virtual group extension socket by default. 2021-07-16 08:51:45 +01:00
038345fa56 Fix T89861: Checking face selection breaks UV stitch operator 2021-07-16 17:47:42 +10:00
04379b5bde Merge branch 'master' into node-group-single-socket-nodes 2021-07-16 08:07:59 +01:00
38131cc5e5 Fix T70356: Scaling up 1x1 pixel image reads past buffer bounds
Also resolve a crash when when displaying thumbnails, see T89868.
2021-07-16 16:58:06 +10:00
f61f4c89bb Cleanup: reduce variable scope in task_iterator.c
Would have prevented the error in
15cdcb4e90.
2021-07-16 14:39:57 +10:00
e26887598f Fix error using uninitialized state in BLI_task_parallel_mempool
Single threaded operation used the state before it had variables
written into it.

Error in 15cdcb4e90.
2021-07-16 12:07:03 +10:00
42017b006e Cleanup: sort struct declarations 2021-07-16 11:48:54 +10:00
bf5b1fa726 Cleanup: remove redundant parentheses 2021-07-16 11:45:52 +10:00
09b89da349 Cleanup: spelling in comments 2021-07-16 11:45:51 +10:00
d3c454d66c Cleanup: compiler warnings 2021-07-16 11:45:03 +10:00
Aidan Haile
98c4224ff0 Fix T49944: Compositor ID Mask Anti-Aliasing not working
Replaces current ID Mask node Anti-Aliasing operation by SMAA
operations with default settings as proposed by Jeroen Bakker.
SMAA produces smoother edges.

Reviewed By: manzanilla

Differential Revision: https://developer.blender.org/D11881
2021-07-15 22:23:31 +02:00
Red Mser
eccd03a826 UI: Flip driver editor debug lines
In driver editor, vertically flip the value debug lines to align
them with the timeline header values. This makes it easier to read
the values. Also set the line width explicitly, which was incorrect
in some cases.

Differential Revision: https://developer.blender.org/D8877
2021-07-15 15:20:37 -04:00
7d618b4dde Cleanup: Clang tidy 2021-07-15 13:40:30 -04:00
a566dc25aa Cleanup: Remove use of designated initializers in C++ code
Does not compile on Windows.
2021-07-15 13:36:40 -04:00
9d9c879f4b Cleanup: Move UI list template code to own file (C++)
This move was already prepared with 788d380460 and 26b098c04f. The
template is quite big already, better to give it its own file. Plus it
could use some C++ features like RAII and maybe some more object
oriented code. I plan further refactoring there.
2021-07-15 19:09:49 +02:00
0cc2a72f94 Fix failing tests from vertex group name parameter copy
It turns out `BKE_mesh_copy_parameters` can be called while other
tools are running calculations, which meant that it was called at the
same time as `armature_deform_coords_impl`. Beause of that, we
shouldn't do any freeing (of the old vertex group names) there.

Since the materials are copied in the "for_eval" version anyway,
it seems to make sense to copy the vertex group name list there also.

Fixes T89877, and also the failing `deform_modifiers` test.

Differential Revision: https://developer.blender.org/D11936
2021-07-15 12:25:36 -04:00
3af0e1f6fd Cleanup: unused variable capture 2021-07-15 18:07:03 +02:00
34771cc9f5 Animation/add-ons: Enable the poselib add-on by default
The new Asset Browser-based pose library is partially implemented in an
add-on. This commit enables the add-on by default, as the old pose
library was built-in and thus always enabled.

The ability to disable the add-on is there mostly for cases where
people/studios want to use their own custom pose library.
2021-07-15 16:19:08 +02:00
72c34068cb Fix T88281: Pose Library 'flip pose' sometimes flips wrong
Correct cases where the X-axis of the bone (in pose space) aligns with
the pose-space Y or Z-axis. In these cases the decomposition of the
matrix fails, and a negative scale of the X-axis turns into a 180°
rotation around the Y-axis. An extra -1 scale to the X and Z axes of the
resulting matrix seems to fix things.
2021-07-15 16:12:37 +02:00
f52e3aa210 Asset Browser: Python mixin utility for category-specific panels
Using this mixin for a panel definition, it's possible to set in which
categories the panel should appear. This is used by the Pose Library
add-on.
2021-07-15 16:12:36 +02:00
8925d3b7bf UI/Assets: Initial Asset View UI template
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.

The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.

References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport

Notes:
* Important limitation: Due to the early & WIP implementation of the
  asset list, all asset views showing the same library will show the
  same assets. That is despite the ID type filter option the template
  provides. The first asset view created will determine what's visible.
  Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
  The former is called when an asset is clicked on (e.g. to apply the
  asset) the latter when dragging (e.g. to .blend a pose asset). If no
  drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
  below).
* The argument list for using the template is quite long, but we can't
  avoid that currently. The UI list design requires that we pass a
  number of RNA or custom properties to work with, that for the Pose
  Libraries should be registered at the Pose Library add-on level, not
  in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
  can register custom properties, to hold data like the list of assets,
  and the active asset index. Maybe that will change in future and we
  can manage these internally.

As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
    "pose_assets",
    workspace,
    "active_asset_library",
    wm,
    "pose_assets",
    workspace,
    "active_pose_asset_index",
    filter_id_types={"filter_action"},
    activate_operator="poselib.apply_pose_asset",
    drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
2021-07-15 16:12:36 +02:00
6bd42baaeb Cleanup: Use const for UI icon getter function 2021-07-15 16:12:36 +02:00
26b098c04f UI: Support defining UI lists in C
So far all UI lists had to be defined in Python, this makes it possible
to define them in C as well. Note that there is a whole bunch of special
handling for the Python API that isn't there for C. I think most
importantly custom properties support, which currently can't be added
for C defined UI lists.

The upcoming asset view UI template will use this, which needs to be
defined in C.

Adds a new file `interface_template_list.cc`, which at this point is
mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition.
I plan a separate cleanup to move the UI-list template to that file.
2021-07-15 16:12:36 +02:00
bc4f99aa86 UI: New button/widget type for Asset Browser like preview tiles
This button type shows a preview image above centered text, similar to
the File Browser files in Thumbnail Display Mode or the default Asset
Browser display. In fact we may want to port these over to use the new
button type at some point.

Will be used by the asset view UI template that will be added in a
following commit. That is basically a mini version of the Asset Browser
that can be displayed elsewhere in the UI.
2021-07-15 16:12:36 +02:00
0c83ef567c UI: Auto-scroll to keep active text buttons in view
If a text button is activated that is not in view (i.e. scrolled away),
the scrolling will now be adjusted to have it in view (with some
small additional margin). While entering text, the view may also be
updated should the button move out of view, for whatever reason. For the
most part, this feature shouldn't be needed and won't kick in, except
when a clicked on text button is partially out of view or very close to
the region edge. It's however quite important for the previously
committed feature, that is, pressing Ctrl+F to start searching in a UI
list. The end of the list where the scroll button appears may not be in
view. Plus while filtering the number of visible items changes so the
scrolling has to be updated to keep the search button visible.

Note that I disabled the auto-scrolling for when the text button spawned
an additional popup, like for search-box buttons. That is because
current code assumes the button to have a fixed position while the popup
is open. There is no code to update the popup position together with the
button/scrolling.

I also think that the logic added here could be used in more places,
e.g. for the "ensure file in view" logic the File Browser does.
2021-07-15 16:12:36 +02:00
89fd3afd1e UI: Support pressing Ctrl+F over UI lists to search
Adds an operator invoked by default with Ctrl+F that while hovering a UI
list, opens the search field of the list and enables text input for it.
With this commit the search button may actually be out of view after
Ctrl+F still. The following commit adds auto-scroll to solve that.

A downside is that in the Properties, there also is Ctrl+F to start
the editor-wide search. That's not unusual in Blender though (e.g.
scolling with the mouse over a UI list also scrolls the list, not the
region).
2021-07-15 16:12:36 +02:00
87c1c8112f UI: Support UI list tooltips, defined via Python scripts
Makes it possible to create tooltips for UI list rows, which can be
filled in .py scripts, similar to how they can extend other menus. This
is used by the (to be committed) Pose Library add-on to display pose
operations (selecting bones of a pose, blending a pose, etc).

It's important that the Python scripts check if the UI list is the
correct one by checking the list ID.
For this to work, a new `bpy.context.ui_list` can be checked. For
example, the Pose Library add-on does the following check:
```
def is_pose_asset_view() -> bool:
  # Important: Must check context first, or the menu is added for every kind of list.
  list = getattr(context, "ui_list", None)
  if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets":
    return False
  if not context.asset_handle:
    return False
  return True
```
2021-07-15 16:12:36 +02:00
8edcb3af96 UI: Support left-right arrow key walk navigation in UI lists
Add improved arrow key walk navigation in grid layout UI List templates.
Pressing up or down walks the active item to the adjacent row in that
direction, while left and right walk through the items along the columns
wrapping at the rows.

Note from Julian:
In combination with the following commit, this has the important
limitation that the list's custom activate operator won't be called when
"walking over" an item that is scrolled out of the list. That is because
we don't actually create any buttons for those that could be used for
the handling logic. For our purposes of the pose libraries that should
be fine since the asset view list is always made big enough to display
all items. Solving this might be difficult, we don't properly support
nesting boxes with proper scrolling in regular layouts. It's all just
hacked a bit for UI-lists to work. Overlaps quite a bit with T86149.

Differential Revision: https://developer.blender.org/D11063
2021-07-15 16:12:36 +02:00
ae1dc8f5f9 UI: Internal support for custom UI list item drag & activate operators
For pose libraries, we need to be able to apply a pose whenever
activating (clicking) an item in the Pose Library asset view and blend
it by dragging (press & move). And since we want to allow Python scripts
to define what happens at least when activating an asset (so they can
define for example a custom "Apply" operator for preset assets), it
makes sense to just let them pass an operator name to the asset view
template. The template will be introduced in a following commit.
2021-07-15 16:12:36 +02:00
00c7ea68a8 UI: New UI list layout type for big preview tiles
This new layout type is meant for the upcoming asset view UI template.
With it it is possible to show big asset previews with their names in a
responsive grid layout.

Notes:
* The layout is only available for C defined UI lists. We could expose
  it to Python, but I think there are still some scrolling issues to be
  fixed first. (The asset view template doesn't use scrolling for the UI
  list.)
* I'd consider this a more usable version of the existing `GRID` layout
  type. We may remove that in favor of the new one in future.
2021-07-15 16:12:36 +02:00
788d380460 UI: UI list refactor & preparations for asset view template
This is more of a first-pass refactor for the UI list template. More
improvements could be done, but that's better done separately. Main
purpose of this is to make the UI list code more manageable and ready
for the asset view template.

No functional changes for users.

* Split the huge template function into more manageable functions, with
  clear names and a few structs with high coherency.
* Move runtime data management to the template code, with a free
  callback called from BKE. This is UI data and should be managed at
  that level.
* Replace boolean arguments with bit-flags (easily extendable and more
  readable from the caller).
* Allow passing custom-data to the UI list for callbacks to access.
* Make list grip button for resizing optional.
* Put logic for generating the internal UI list identifier (stored in
  .blends) into function. This is a quite important bit and a later
  commit adds a related function. Good to have a clear API for this.
* Improve naming, comments, etc.

As part of further cleanups I'd like to move this to an own file.
2021-07-15 16:12:36 +02:00
6e01b52100 Assets: temporarily apply pose when generating preview image
When generating a preview image for a pose, temporarily apply it to the
armature. Contrary to the usual pose application, this ignores the
selected bones and always applies the entire pose.
2021-07-15 16:12:36 +02:00
f3610a23d1 Animation: new pose library based on Asset Browser
Introduce new pose library, based on the Asset Browser. Contrary to the
old pose library (in `editors/armature/pose_lib.c`), which stored an
entire library of poses in an `Action`, in the new library each pose is
its own `Action` datablock. This is done for compatibility with the
asset browser, and also to make it easier to attach preview images,
share datablocks, etc. Furthermore, it opens the door to having
animation snippets in the pose library as well.

This commit contains the C code for the pose library; in order to fully
use it, an addon is required as well (which will be committed shortly).
2021-07-15 16:12:36 +02:00
28dc07a153 Animation: add function to blend Action into pose
Add function `BKE_pose_apply_action_blend()`, which blends a given
Action into current pose. The Action is evaluated at a specified frame,
and the result is applied to the armature's pose.

A blend factor can be given to blend between the current pose and the
one in the Action. Quaternions are interpolated with SLERP; it is
assumed that their FCurves are consecutively stored in the Action.

This function will be used in the upcoming new Pose Library.
2021-07-15 16:12:36 +02:00
9473c61b36 Animation: apply pose to all or selected bones of armature
New function `BKE_pose_apply_action_all_bones()`, which will be
necessary for the upcoming pose library v2.0.

This renames the function `BKE_pose_apply_action` to
`BKE_pose_apply_action_selected_bones`, to reflect that it only works on
selected bones, to contrast it to the new function.
2021-07-15 16:12:36 +02:00
b40e05fcd1 Assets: Open Blend File operator
Add operator 'Open Blend File' to the Asset Browser. This operator:
- starts a new Blender process,
- opens the blend file containing the asset,
- monitors the new Blender process, and when it stops,
- reloads the assets to show any changes made.
2021-07-15 16:12:36 +02:00
637731dc61 Assets: Abstraction for temporary loading of asset data-blocks
This is an editor-level abstraction for the `BLO_library_temp_xxx()`
API for temporary loading of data-blocks from another Blend file. It
abstracts away the asset specific code, like asset file-path handling
and local asset data-block handling.

Main use-case for this is applying assets as presets that are based on
data-blocks, like poses. Such preset assets are an important part of the
asset system design, so such an abstraction will likely find more usage
in the future.
2021-07-15 16:12:36 +02:00
55d48defc5 File/Asset Browser: Extend file-entry and asset handle Python API
Adds the following to `bpy.types.FileSelectEntry`:
* `id_type`: The data-block type the file represenets, if any.
* `local_id`: The local data-block it represents, if any (assets only).

And the following to `bpy.types.AssetHandle`:
* `local_id`: The local data-block the asset represents, if any.

This kind of information and the references are important for asset related
operators and UIs. They will be used by upcoming Pose Library features.
2021-07-15 16:12:36 +02:00
a26a059244 Assets: Initial Asset List as part of the Asset System design
Implements a basic, WIP version of the asset list. This is needed to
give the asset view UI template asset reading and displaying
functionality.

See:
* Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184

Especially the asset list internals should change. It uses the
File/Asset Browser's `FileList` API, which isn't really meant for access
from outside the File Browser. But as explained in T88184, it does a lot
of the stuff we currently need, so we (Sybren Stüvel and I) decided to
go this route for now. Work on a file-list rewrite which integrates well
with the asset system started in the `asset-system-filelist` branch.

Further includes:
* Operator to reload the asset list.
* New `bpy.types.AssetHandle.get_full_library_path()` function, which
  gets the full path of the asset via the asset-list.
* Changes to preview loading to prevent the preview loading job to run
  eternally for asset views. File Browsers have this issue too, but
  should be fixed separately.
2021-07-15 16:12:36 +02:00
add6fa0924 Assets: Show asset path in asset browser sidebar
It's useful to know where an asset is stored in, before this there was no way
to tell this. This could probably be displayed nicer in the UI but we're
currently unsure how. But at least the information is there now.
2021-07-15 16:12:36 +02:00
35affaa971 Assets: AssetHandle type as temporary design to reference assets
With temporary I mean that this is not intended to be part of the
eventual asset system design. For that we are planning to have an
`AssetRepresentation` instead, see T87235. Once the `AssetList` is
implemented (see T88184), that would be the owner of the asset
representations.

However for the upcoming asset system, asset browser, asset view and
pose library commits we need some kind of asset handle to pass around.
That is what this commit introduces.
Idea is a handle to wrap the `FileDirEntry` representing the asset, and
an API to access its data (currently very small, will be extended in
further commits). So the fact that an asset is currently a file
internally is abstracted away. However: We have to expose it as file in
the Python API, because we can't return the asset-handle directly there,
for reasons explained in the code. So the active asset file is exposed
as `bpy.context.asset_file_handle`.
2021-07-15 16:12:36 +02:00
3feb3ce32d Assets: Expose active asset library in context
For the Asset Browser, this returns the active asset library of the
Asset Browser, otherwise it returns the one active in the workspace.

This gives simple access to the active asset library from UI code and
Python scripts. For example the upcoming Pose Library add-on uses this,
as well as the upcoming asset view template.
2021-07-15 16:12:36 +02:00
7898089de3 Assets: Add an active asset library per workspace, for the UI to use
This per-workspace active asset library will be used by the asset views
later. Note that Asset Browsers have their own active asset library,
overriding the one from the workspace.

As part of this the `FileSelectAssetLibraryUID` type gets replaced by
`AssetLibraryReference` which is on the asset level now, not the
File/Asset Browser level. But some more work is needed to complete that,
which is better done in a separate commit.
This also moves the asset library from/to enum-value logic from RNA to
the editor asset level, which will later be used by the asset view.
2021-07-15 16:12:36 +02:00
Robert Sheldon
59f9a5e6ac Fix T88188: Allow keyframing vertex mass in cloth sim
Update vertex weights between simulation steps if they have changed.
This allows for animated vertex weights in the cloth sim.

Reviewed By: Sebastian Parborg

Differential Revision: http://developer.blender.org/D11640
2021-07-15 16:09:24 +02:00
60fee69682 Library loading: Fix access of out-of-scope memory in py context manager
The `__enter__` function of the `bpy.data.libraries.load` context manager
was storing a pointer to a stack-allocated variable, which was subsequently
used in the `__exit__` function, causing a crash. This is now fixed.

Thanks @Severin for the patch.
2021-07-15 16:04:22 +02:00
Paul Golter
3df40cc343 Fix: Subtitles: Order of channels in the .blend file will be kept in the .rst file.
If text strips have the same start frame but are stacked on top of each
other in different channels the order in which they are written in the
.rst file was random before.

Reviewed By: Richard Antalik

Differential Revision: https://developer.blender.org/D11903
2021-07-15 15:49:25 +02:00
Heinrich Schuchardt
468d59e496 Add support for RISC-V architecture
* On RISC-V GCC 10.3 does not define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_n.
* Avoid a build error
  "Please add support for your platform in build_config.h"
  Cf: https://github.com/sergeyvfx/libNumaAPI/pull/3

Differential Revision: https://developer.blender.org/D11910
2021-07-15 14:22:35 +02:00
709e443152 Cleanup: LayerCollection resync: Proper r_ prefix for return function parameter. 2021-07-15 14:06:09 +02:00
ddc7e5f1b6 Cleanup: improve comments, remove debug printf 2021-07-15 21:09:39 +10:00
e509f9c3a0 Keymap: use Shift-Tab to toggle snap in the sequencer
Match the same shortcut for the 3D view & UV editor.
2021-07-15 20:58:13 +10:00
e7e5fd96c4 Cleanup: LayerCollection resync code.
Mainly naming (also droping the `layer_collection`  in favor of just
`layer` for internal code, this is clear enough and much shorter). Add
proper parent/child identifiers, `r_` prefix for parameters also used as
return values, etc.

Also made some parameters const.
2021-07-15 12:49:43 +02:00
2e8641e45e Fix: crash when creating new node links
This was a regression in rBc27ef1e9e8e663e02173e518c1e669e9845b3d1f.
2021-07-15 12:43:59 +02:00
ae30f72c80 Fix T89870: Vertex groups lost when opening 3.0 files in 2.93
The original refactor for vertex groups (3b6ee8cee7)
forgot to bump the minimum file requirement.

I'm also bumping the subversion to 12 so everyone can switch to a
working subversion number.

Differential Revision: https://developer.blender.org/D11931
2021-07-15 12:23:34 +02:00
49b798ca7e macOS/glog: Silence syscall deprecation warning
Upstream will release the fix in 0.6 which will take time.
Silence two warnings.

Differential Revision: https://developer.blender.org/D11246
2021-07-15 15:23:06 +05:30
c614eadb47 Keymap: use Alt-Q instead of D for transfer mode operator
This now works in all modes (not just sculpt) and activates on press
instead of release. See design task T89757.
2021-07-15 19:13:22 +10:00
757ec00f83 Revert "Keymap: use D-Key for view-pie menu"
This reverts commit f92f5d1ac6.

See: T89757 for rationale for reverting this change.
2021-07-15 19:13:22 +10:00
de913516dd Fix: missing null check
This was a regression in rB3b6ee8cee7080af200e25e944fe30d310240e138.
2021-07-15 11:07:41 +02:00
c27ef1e9e8 Geometry Nodes: dim links whose start and end sockets are not visible
This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.

Differential Revision: https://developer.blender.org/D11813
2021-07-15 11:00:23 +02:00
d5e626b243 Cleanup: use raw strings, quiet clang-tidy warnings 2021-07-15 18:29:20 +10:00
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
a63a0ee24b Cleanup: clang-format 2021-07-15 18:14:51 +10:00
d35b14449e Cleanup: ensure one newline at end of file, strip trailing space 2021-07-15 17:53:26 +10:00
41e0a5b5ed CMake: update config for checking utility 2021-07-15 17:52:27 +10:00
15cdcb4e90 BLI_task: add a callback to initialize TLS
Useful when TLS requires it's own allocated structures.
2021-07-15 14:45:46 +10:00
5cd1aaf080 BLI_memarena: support merging memory arenas
Useful when thread-local storage has it's own memory arena containing
data which is kept after the multi-threaded operation has finished.
2021-07-15 14:37:26 +10:00
4be166b6b5 deps_builder: zstd 1.5.0
Having zstd available is a requirement for landing D5799

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D11079
2021-07-14 18:22:23 -06:00
4e65b1ef6c GHOST/wayland: create mmap-ed file manually if memfd_create is unavailable 2021-07-14 23:15:00 +01:00
ebf7673f83 CMake: Have CMake Control the C++ version.
We were manually setting the compiler flags
for C++17 support for this previously. CMake
can do this for us in a uniform way without
having to worry about compiler specifics.

Setting these flags manually somehow brought
out some unwanted behaviour (CMake switching
back to C++14) in the nightly CMake builds.

Unsure if that's a CMake bug or planned
new behaviour for future version, but best
to play it safe.

These flags are supported since CMake 3.1
so should not break anything.

Reviewed by: Campbell Barton

Differential Revision: https://developer.blender.org/D11891
2021-07-14 15:17:02 -06:00
093074aefe Bezier Spline: Add a more generalized insertion utility
This logic is from the curve sundivide node, used to add points with
proper handles in between two existing points. However, the same logic
is used for trimming of Bezier splines, and possibly interactive point
insertion in the future, so it's helpful as a general utility.

The logic is converted to depend on a bezier spline instead of being
static. A temporary segment spline can be used for the latter use case.
2021-07-14 15:13:17 -04:00
2829caa9f8 Cleanup: Layer resync: Split object/base resync part in own function.
No behavioral change expected here.
2021-07-14 17:49:57 +02:00
c202d38659 Python API: Add functions to ensure and clear IDProperties
This adds id_properties_clear() and id_properties_ensure() functions
to RNA structs. This is meant as an initial change based on discussion
in review of D9697. However, they may be useful in other situations.

The change requires refactoring the internal idproperties callback to
return a pointer to the IDProperty pointer, which actually turns out
to be quite a nice cleanup.

An id_properties attribute could be added in the future potentially.

Differential Revision: https://developer.blender.org/D11908
2021-07-14 10:51:28 -04:00
37a5ff4a84 Tests: support graphing peak memory in Cycles performance tests
The general graphing mechanism will create one graph for each output
variable. So it's not limited to time and memory, but that is what the
Cycles tests now output.
2021-07-14 16:12:10 +02:00
2acebcae24 Cleanup: Avoid duplication in line art stroke generation
The BKE_gpencil_stroke_add_points API function worked well for
creating the primitives in the add object menu, but it expected a
specific data format that doesn't make sense in a dynamic context.
As evidence of that we can see the way source data was duplicated
in the line art file just to use this API function.

This commit solves that problem in two ways:
 - Clean up the line art function (this should make it faster too).
 - Move/rename the function so its intended use is more clear.

Differential Revision: https://developer.blender.org/D11909
2021-07-14 10:11:41 -04:00
3de3c3c23a Fix (unreported) LibOverride diffing generating operations for non-editable properties.
Non-pointer-like properties that are not editable should never generate
override operations.

While harmless (those would never be applied back anyway), better not
clutter override operations list, and also enjoy the symbolic
performances improvement here.

NOTE: Pointer-like properties (pointers and collections) remain
processed as usual here since they usually imply recursivity. We could
make an exception to the exception for ID pointers, but for now I don't
think this is worth it.
2021-07-14 14:23:19 +02:00
c9e9a42215 Fix T89771: Cloth disk cache is not read on library overrides in some cases.
Issue would happen when the original, linked data already had 'Disk Cache'
setting enabled. Override would then see no difference with linked data,
and not create any rule for it (as expected).

Root of the issue was that in Cloth modifier copy code, those disk cache
settings were not copied at all, so every time local overrides were
re-generated by copying linked data, those flags would be reset to their
default values.

NOTE: this might exist in other PointCache usages as well, but this code is
in such a bad state that I'd rather do minimal strictly needed changes
there, on a case-by-case basis. Proper recode of that whole system is
wayyyyy out of scope here.
2021-07-14 14:23:19 +02:00
f0ddbcb31d Cleanup: Turn PointCache flags defines into an anonymous enum. 2021-07-14 14:23:19 +02:00
7cd91a06eb Fix T88908: Incorrect path handling in adding strips
When image strip is added from python using `image_strip_add` operator
and directory path is not terminated with slash, last part of directory
was ignored.

Use `BLI_join_dirfile` instead of simple string concatenation.
2021-07-14 13:56:09 +02:00
efe90944ee Fix crash displaying invalid enum value with translations enabled
Found loading a cycles-x .blend file saved with different integer values for
enum items.
2021-07-14 13:54:52 +02:00
765406cb51 Fix T88088: Cycles and Eevee Vector Rotate node inconsistent with zero axis
Pass along the unmodified vector in this case.
2021-07-14 13:54:52 +02:00
2761679180 Fix T89826: VSE snapping with constrained axis
Constraining to X axis caused snapping to not work at all. Constraining
to Y axis caused snapping indicator to be drawn, when snapping doesn't
occur.

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11898
2021-07-14 13:22:40 +02:00
5583d51773 Fix T89851: Geometry nodes: wrongly detected "Node group has unidentified
nodes or sockets" error

rBfe22635bf664 introduced a utility to check for this (but it was always
returning true).

This wasnt a problem in master (since it is unused there), but in the
2.93 branch, this utility is actually used and the error results in all
geometry nodetrees to appear with the "Node group has unidentified nodes
or sockets" message (and being unusable).

Now return false in has_undefined_nodes_or_sockets if all nodes and
sockets have been successfully checked.

This commit then needs to end up in the 2.93 branch.

Maniphest Tasks: T89851

Differential Revision: https://developer.blender.org/D11911
2021-07-14 11:55:07 +02:00
192f0c9e17 Fix T89734: incorrect dependency cycle with id property on modifier
Differential Revision: https://developer.blender.org/D11851
2021-07-14 11:25:15 +02:00
271f34f77e Geometry Nodes: initial socket inspection
Socket inspection helps with debugging a geometry node group.
Now, when hovering over a socket, a tooltip will appear that provides
information about the data in the socket. Note, socket inspection only
works for sockets that have been computed already. Nodes that are not
connected to an output are not computed.

Future improvements can include ui changes to make the tooltip look
more like in the original design (T85251). Furthermore, additional
information could be shown if necessary.

Differential Revision: https://developer.blender.org/D11842
2021-07-14 11:21:10 +02:00
3e125d12af Fix T89849: Time offset not working with Bake Object transform to Grease pencil
The bake animation was not using the remap of time done by grease pencil time modifier.
2021-07-14 11:09:25 +02:00
6644e96f01 Cleanup: use BMLoop.next/prev for BMesh auto-smooth logic
Use more direct access to next/previous vertices.

- `BM_edge_other_vert(l_curr->e, l_curr->v)` -> `l_curr->next->v`.
- `BM_edge_other_vert(l_curr->prev->e, l_curr->v)` -> `l_curr->prev->v`.

Add asserts to keep the intention clear.
2021-07-14 14:22:13 +10:00
ae379714e4 Transform: Identify more safely when the mesh is deform only
Depending on the modifiers, geometry can be destructive which is not safe.
2021-07-13 18:59:42 -03:00
96a4b54cfb Compositor: Full frame Render Layers node
Adds full frame implementation to this node operations.
No functional changes.
2.5x faster than tiled fallback on average.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11690
2021-07-13 22:34:28 +02:00
538f452ea9 Compositor: Full frame Translate node
Adds full frame implementation to this node operation.
No functional changes.
2021-07-13 22:34:28 +02:00
2ea47057d3 Compositor: Fix pixels being wrapped outside buffer area
Not causing issues in current master because all buffer areas are at
(0, 0) position and `Extend` is not used. But areas may be at any
position in future developments and it will crash.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11784
2021-07-13 22:34:28 +02:00
209aff0a35 Compositor: Fix convert resolutions linking different socket datatypes
Link sockets are always connected to inserted translate or scale
operation `Color` sockets even when they have different data type.
This causes crashes on full frame mode when operations read inputs 
with non expected datatypes.

Because data type conversions need to be executed before, convert
resolutions must ensure same datatypes are linked.
2021-07-13 22:32:53 +02:00
3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00
52b94049f2 Fix 'Correct Face Attributes' option
With this option enabled, updating the geometry is no longer deform only.
2021-07-13 12:51:29 -03:00
2373a2196e Cleanup: duplicate checks, unused initialization 2021-07-13 22:41:48 +10:00
6a0fe79db5 Cleanup: replace BKE_customdata.h in BKE_editmesh.h
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-07-13 22:23:17 +10:00
10428ca472 Cleanup: reduce indentation 2021-07-13 22:14:42 +10:00
d31abfef2c Fix x/y mismatch in retract region tracker
Correct X/Y mismatch in RetrackRegionTracker.

NOTE: This isn't used at the moment.

Reviewed By: sergey

Ref D11895
2021-07-13 21:58:45 +10:00
6a5e1bf9a1 Cleanup: improve BMEditMesh docstrings
Also remove white-space added last commit.
2021-07-13 21:24:46 +10:00
488690c864 Cleanup: minor changes to recent sequencer clipboard addition
- Make the variable to store the name 'static'.
- Use STRNCPY macro.
- Set the first character to nil instead of memset for the while string.
2021-07-13 21:23:35 +10:00
d374469f4c VSE: Make pasted strip active
When adding texts or various simple effects I often copy-paste strips
to reuse properties from a template such as font or position. I assume
this is common workflow. Issue with this workflow is, that active strip
is not changed after pasting, so when adjusting property, it is original
strip that is being modified.

This is not issue when duplicating strips - selection state is
transfered to duplicate strips, such that duplicate of active strip is
set to be active and duplicate of selected strip is set to selected.

Implement same selection transfering behavior in paste operator, that
exists in duplicate operator.

Since strip can be deleted after copying, it is not possible to rely
on sequencer state. This is true even when pasting strips to different
scene. Therefore active strip name must be stored in clipboard.

Reviewed By: sergey, Severin

Differential Revision: https://developer.blender.org/D11781
2021-07-13 12:53:56 +02:00
af42b35e53 Fix UV snapping broken
Caused by fba9cd019f, then fixed by 0e4245bc28, but without
subversion bump, so some files were still broken after fix.

Repeat fix again, but this time also bump subversion.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D11864
2021-07-13 12:52:57 +02:00
71b4a1687e Cleanup: clang-tidy, comments 2021-07-13 20:51:24 +10:00
25c2875e0f Edit Mesh: use partial updates editing vertices with number buttons
Use the same partial-update functions used by transform when
editing vertex locations with the number buttons.

This avoids unnecessary calculations for normals and tessellation.

This gives around 1.44x overall speedup on high poly meshes.
2021-07-13 20:17:30 +10:00
8839b4c32a UI: support persistent state during number/slider interaction
Support for begin/update/end callbacks allowing state to be cached
and reused while dragging a number button or slider.

This is done using `UI_block_interaction_set` to set callbacks.

- Dragging multiple buttons at once is supported,
  passing multiple unique events into the update function.

- Update is only called once even when multiple buttons are edited.

- The update callback can detect the difference between click & drag
  actions so situations to support skipping cache creation and
  freeing for situations where it's not beneficial.

Reviewed by: Severin, HooglyBoogly

Ref D11861
2021-07-13 20:03:40 +10:00
1b4d5c7a35 Undo System: avoid redundant decoding on undo
In most cases the undo system was loading undo steps twice.

This was needed since some undo systems (sculpt, paint, text)
require stepping out of the current undo step.

Use a flag to limit this to the undo systems that need it.

This improves performance for other undo systems.
This gives around 1.96x speedup in edit-mesh for high-poly objects.

Reviewed by: mont29

Ref D11893
2021-07-13 19:43:05 +10:00
f9c9e000ca Undo: optimize edit-mode undo
- Tag the object data instead of the object when decoding
  (this avoids duplicating mesh object-data on each undo-step).
- Calculate face normals as part of multi-threaded tessellation.

This gives ~11% speedup with 1.5x million polygons.
2021-07-13 17:10:30 +10:00
7a4fc9f59d Cleanup: quiet stringop-overflow compiler warning 2021-07-13 16:54:25 +10:00
22c4323b21 Cleanup: remove commented code
Replace with brief note in warning.
2021-07-13 15:27:38 +10:00
7a084c2eee Cleanup: minor changes to edit-mesh API calls
Rename:

- EDBM_mesh_free -> EDBM_mesh_free_data
  BKE_editmesh_free -> BKE_editmesh_free_data

  Since this doesn't free the edit-mesh pointer.

- BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches

  Since this no longer uses derived-mesh, match naming for the related
  object function BKE_object_free_derived_caches.

Also remove `do_tessellate` argument from BKE_editmesh_create,
since the caller can explicitly do this if it's needed,
with the advantage that it can be combined with normal calculation
which is faster on high-poly meshes.
2021-07-13 15:13:33 +10:00
b90b1af25c Event Simulate: and a --time-actions command line argument
When enabled, print the time taken between running actions.
2021-07-13 14:50:52 +10:00
5098678308 Cleanup: Use correct _WIN32/64 defines for MSVC
Docs: https://docs.microsoft.com/en-us/cpp/preprocessor/predefined-macros

Differential Revision: https://developer.blender.org/D11460
2021-07-12 21:01:18 -07:00
dc679f6247 Cleanup: Use C99 format string for the SIZET_FORMAT macro
All platforms support the proper format string and it's already used in
various other places.

Differential Revision: https://developer.blender.org/D11460
2021-07-12 20:32:37 -07:00
2e7e7a6fb6 Fix object "Set Origin" operating on linked library data
Regression in d25747ee75
2021-07-13 13:03:39 +10:00
d6b1d35bf8 Cleanup: Use C++ float3 type, use prefix for return argument 2021-07-12 17:24:45 -04:00
Germano Cavalcante
bfa3dc91b7 Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'
During a mesh transformation in edit mode (Move, Rotate...), only part of
the batch cache needs to be updated.

This commit allows only update only the drawn batches seen in
`BKE_object_data_eval_batch_cache_deform_tag` if the new
`ID_RECALC_GEOMETRY_DEFORM` flag is used.

This new flag is used in the transforms operation for edit-mesh and
results in 1.6x overall speedup in heavy subdiv cube.

Differential Revision: https://developer.blender.org/D11599
2021-07-12 18:05:13 -03:00
7b6c77aa84 Fix T88015: Round end caps on Freestyle lines not shaped as documented
This might be an artistic choice, but round end caps are supposed to be
a "half circle centered at the end point of the line" as documented
here: https://docs.blender.org/manual/en/dev/render/freestyle/
parameter_editor/line_style/strokes.html#caps

They are a shashed half circle instead.

This patch makes this pure half circles [and also fixes the case where
thickness of beginning was used for both beginning and end of the
stroke]

Maniphest Tasks: T88015

Differential Revision: https://developer.blender.org/D11340
2021-07-12 22:14:57 +02:00
7b954ba7a1 GHOST/wayland: remove unused 'input-event-codes.h' header
This was accidentally committed by rBecbf838feefc.
2021-07-12 20:20:08 +01:00
5e1702e7a5 Fix T87844: Cycles losing 1 bit of precision when loading packed byte images
This could lead to colors that are supposed to be exactly white to be slightly
darker.
2021-07-12 19:19:04 +02:00
Johnny Matthews
2a41ab5e6c Geometry Nodes: Curve Primitive Quadrilateral
This commit adds a curve primitive node for creating squares,
rectangles, trapezoids, kites, and parallelograms. It also includes
a mode where the four points are just vector inputs.

Differential Revision: https://developer.blender.org/D11665
2021-07-12 13:11:52 -04:00
a072e87e04 Fix T89040: dependency graph not handling time remapping correctly
In this bug report it resulted in rendering animations stopping too early,
but this affected more areas.

After the previous cleanup commit, it becomes clear that frame and ctime
values were mixed up.
2021-07-12 17:41:26 +02:00
2ea565b0ec Cleanup: improve naming and comments of scene frame/ctime functions
Confusingly, BKE_scene_frame_get did not match the frame number as expected by
BKE_scene_frame_set. Instead it return the value after time remapping, which
is commonly named "ctime".

* Rename BKE_scene_frame_get to BKE_scene_ctime_get
* Add a new BKE_scene_frame_get that matches BKE_scene_frame_set
* Use int/float depending if fractional frame is expected
2021-07-12 17:41:15 +02:00
f709f12d93 Fix T89736: Cycles error with persistent data, displacement and motion blur 2021-07-12 15:56:31 +02:00
45a47142fc Fix T89396: Cycles missing passes with multiple view layers and persistent data 2021-07-12 15:40:45 +02:00
5f3f5db95d Cleanup: Clang format
Sorry, missed this in 53cf8e83b3.
2021-07-12 14:40:26 +02:00
8e69409eed Fix T89775: geometry nodes logging crash during render
Under some circumstances (e.g. when rendering) the geometry
nodes logger is not used. This was missing a simple null check.
2021-07-12 14:29:28 +02:00
280dac323c Blenlib: Add BLI_assert_msg() for printing an extra string if the assert fails
It always bothered me that we'd do the `BLI_assert(... || !"message")` trick to
print a message alongside the assert, while it should be trivial to have a way
to pass an extra string as additional argument.

This adds `BLI_assert_msg()` with a second argument for a message. E.g.:
```
BLI_assert_msg(
    params->rename_id == NULL,
    "File rename handling should immediately clear rename_id when done, because otherwise it will keep taking precedence over renamefile.");
```

On failure this will print like this:
```
0   Blender                             0x00000001140647a3 BLI_system_backtrace + 291
[...]
13  Blender                             0x00000001092647a6 main + 3814
14  libdyld.dylib                       0x00007fff203d8f5d start + 1
BLI_assert failed: source/blender/editors/space_file/file_ops.c:2352, file_directory_new_exec(), at 'params->rename_id == ((void*)0)'
  File rename handling should immediately clear rename_id when done, because otherwise it will keep taking precedence over renamefile.
```

Reviewed by: Sybren Stüvel, Jacques Lucke, Sergey Sharybin, Campbell Barton

Differential Revision: https://developer.blender.org/D11827
2021-07-12 11:46:24 +02:00
c4f9bfcf5e Fix T89765: boolean modifier collection refcount issue
The 'collection' property is flagged PROP_ID_REFCOUNT, so the
modifiers foreachIDLink functions should walk with IDWALK_CB_USER
(instead of IDWALK_CB_NOP).

Otherwise the modifier wont be included as a user for the collection
(e.g. on file read); removing the collection from the modifier will
decrement usercount though (which in worst case scenario makes the
collection orphan and will result in data loss)

Maniphest Tasks: T89765

Differential Revision: https://developer.blender.org/D11877
2021-07-12 10:48:27 +02:00
2289e26fa3 Cleanup: correct spelling in comments, remove profanity 2021-07-11 15:31:36 +10:00
0f201049b4 Edit Mesh: tag the object data for updating instead of the object
When editing vertices with number buttons, tag the mesh, not the object.

This prevents the evaluated mesh being re-created for the object
and is correct as the mesh is being edited not the object.

Note that all tags for updating object geometry should be checked
to see if this change should be applied there too.

From a simple test on a high-poly mesh this gives around 1.3x
overall speedup.
2021-07-11 15:22:20 +10:00
49a363f0e0 LineArt: Fix edge type panel use_cache prop.
The name was mistakenly written as `use_cached_result`. Fixed.
2021-07-10 21:52:35 +08:00
77a28f34d5 LineArt: Fix modifier apply.
After cache implementation line art apply will not show strokes properly, now fixed.

# Conflicts:
#	source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
2021-07-10 14:04:23 +08:00
62d9dabc7d UI: Clip: Fix checkbox wrongly greying out entire column
The Pattern and Search display options in the Clip Editor display settings
are independent and should not be grayed out since those options
remain relevant even with path display turned off.

Alternative solution were propoesed in D11630 and D11715
but each of those patches had downsides.
This solution is the simplest and does not break muscle memory.
2021-07-09 19:23:08 -04:00
d5e91ae883 make.bat: Update detection order of MSVC
VS2019 is the preferred version to use these
days, look for it before looking for 2017
and 2022.
2021-07-09 15:17:05 -06:00
53cf8e83b3 Fix channel packed images display in the Image/Node editor
Channel packed images should not have their RGB affected by alpha.
rendering in Cycles and Eevee was fine already, but displaying these was
not right in the Image and Node editors.

Not 100% sure what to do for the "Color and Alpha" mode, but I guess
this should stay like it was before (applying the alpha).

"Color", "R", "G", and "B" modes were changed to not have color be
affected by alpha though.

ref. T89034

Maniphest Tasks: T89034

Differential Revision: https://developer.blender.org/D11871
2021-07-09 22:00:04 +02:00
c21fc1687e Show group output nodes with all sockets. 2021-07-09 19:29:30 +01:00
Johnny Matthews
d7f88982a8 Geometry Nodes: fix direction mode in curve primitive line node
Differential Revision: https://developer.blender.org/D11872
2021-07-09 18:34:40 +02:00
f83f5ef6e7 Merge remote-tracking branch 'origin/node-group-single-socket-nodes' into node-group-single-socket-nodes 2021-07-09 16:38:10 +01:00
0e8542ebb7 Merge branch 'master' into node-group-single-socket-nodes 2021-07-09 16:35:56 +01:00
4c716ced09 Fix a compiler warning on Windows for Exact Boolean.
For some reason, the Windows compiler didn't like the
static function being used in the parallel_reduece.
2021-07-09 09:29:33 -04:00
09082f6e85 Fix: crash when using empty attribute search 2021-07-09 15:21:25 +02:00
c749c24682 Walk Navigation: Z axis correction
Fly navigation has always had this option. They is particularly useful
when users use "Trackball" as their orbit method.

For walk navigation this works as a one off option. Not as a toggle like
for fly navigation.

Differential Revision: https://developer.blender.org/D11863
2021-07-09 15:03:50 +02:00
Sybren A. Stüvel
c04cceb40e Fix T89435: Reordering FCurves can cause crash or corruption
Correctly reset `prev` and `next` pointers of action group FCurves when
separating them into distinct `ListBase`s per `bActionGroup`.

These `NULL` pointers are necessary to temporarily demarcate the start &
end of the `bActionGroup::channels` list. Having them still point to
other FCurves caused ordering issues when moving curves towards the
start/end of a group.

This commit corrects the above issue and adds versioning code to rectify
any ordering issues that may have been caused. For this purpose the
`BKE_action_groups_reconstruct()` function is rewritten to avoid relying
on the `bAction::curves` list order or `prev` link integrity.

Differential Revision: https://developer.blender.org/D11811
2021-07-09 12:21:12 +03:00
b69ab42982 Deps: upgrade OpenXR 1.0.14 → 1.0.17
Simple upgrade of OpenXR to 1.0.17. A version bump was enough, no
Blender code had to change.

Reviewed By: LazyDodo, mont29

Differential Revision: https://developer.blender.org/D11848
2021-07-09 11:06:40 +02:00
16099c00d0 Fix cycles crash when changing viewport display pass
It was possible that render buffers and scene kernel data will be out
of sync because reset and scene update happens in different locks.

This is similar issue we've fixed in the Cycles X branch, so backported
relevant changes from there.

This change removes what seems to be unused feature kernel.

Differential Revision: https://developer.blender.org/D11828
2021-07-09 10:43:47 +02:00
8dd941cac0 Tracking: Fix "Lock to Selection" option from header causing jump
This change makes the behavior consistent between shortcut and
option from space clip's header.

The only caveat is that the "Lock to Selection" is removed from the
Display popover. This is because it is rather hard to make operator
to render same as regular checkbox. However, shouldn't be a problem
because the setting in popover was redundant.

Differential Revision: https://developer.blender.org/D10423
2021-07-09 10:37:36 +02:00
249a7e2307 Cleanup: Walk Navigation define remame
WALK_MODAL_TOGGLE > WALK_MODAL_GRAVITY_TOGGLE
2021-07-09 10:27:29 +02:00
8225b610dd Fix typo in Fly mode tooltip
The bug was always around and was introduced with the original code
e2a7168e96 (2009).
2021-07-09 10:21:02 +02:00
94f1726526 Merge branch 'master' into node-group-single-socket-nodes 2021-07-09 08:15:37 +01:00
07faa3c5ac Nodes: Moved group interface panel code to python.
The node group interface panels were still implemented in C.
Now they ported over to python for easier maintenance.

Differential Revision: https://developer.blender.org/D11834
2021-07-09 07:57:29 +01:00
d0c5c67e94 Make Single User: support object data animation
In addition to _object_ animation, now _object data_ (mesh, curve, ...)
animation can now be made single user as well.

This came up in T89369 and while it is possible to do this via the
Outliner [where all actions have to be selected individually], this
seems to be more convenient to be done from the 3DView.

note: usercount of the action is checked now, if it single-user already,
no copy takes place (same thing could/should be done for
single_object_action_users as well).

note2: obdata is made single user as well (otherwise duplicated actions
will be assigned to the same shared obdata - which does not result in
unique animadata which is what we are after here)

ref. T89369

Maniphest Tasks: T89369

Differential Revision: https://developer.blender.org/D11683
2021-07-09 08:09:43 +02:00
0416aa767f Cleanup: use 'uint' for BLI_array 2021-07-09 13:37:52 +10:00
7592a5097c BLI_array: add BLI_array_deduplicate_ordered utility & tests 2021-07-09 13:35:54 +10:00
ab70133db0 Cleanup: rename BKE_animdata_{add=>ensure}_id
Use the term `ensure` as existing data is used when present.
2021-07-09 11:53:16 +10:00
af8fb707da BLI: avoid calling deleted copy constructor in some compilers
Previously, this did not compile in VS 2017, because
`new T(initializer_())` would try to call the copy constructor of `T`.

Now, `initializer_` will construct the `T` inplace.
2021-07-08 19:54:09 +02:00
add2815723 Single-socket input/output nodes in node groups.
Changes the default group input/output nodes in groups to show only
a single socket. This is more convenient for keeping connections short
and put parameters closer to where they are used inside a group.

For input nodes this is purely a UI feature: they can already be
duplicated and unused sockets can be hidden (ctrl+h). The patch only
makes this the default setup of input nodes by providing all inputs
separately in the "Add Node" menu.

For output nodes the situation requires some functional changes,
because outputs have to be unique.

The "virtual" extension socket on group input/output nodes is now
disabled by default, since it adds a lot of visual noise without saving
much work (see discussion in T68733). The feature can be enabled with
a per-node flag.

Todo:
- [ ] Implement unique output handling across different node systems.

Differential Revision: https://developer.blender.org/D11853
2021-07-08 15:53:34 +01:00
Pratik Borhade
4e5537d0ed Fix T89169: Rename Compositor Node "View Switch" to "Switch View" in search panel
Renaming compositor node in search panel "View Switch" to "Switch View"
for better consistency.

Reviewed By: dfelinto

Differential Revision: https://developer.blender.org/D11717
2021-07-08 14:59:26 +02:00
80d0b68290 GPencil: Support camera "Frame Selected" and object previews
Using the "Camera Fit Frame to Selected" operator didn't work for Grease Pencil
objects. The same issue caused grease pencil preview thumbnails to be useless
(e.g. when using "Mark Asset" on a Grease Pencil object).
Reason was that there was no logic to handle grease pencil data and its strokes
for the object display-point iterators used for the "Frame Selected" logic.

Addresses T89656.

Reviewed by: Antonio Vazquez, Campbell Barton

Differential Revision: https://developer.blender.org/D11833
2021-07-08 14:20:14 +02:00
5d54f38949 Fix: instances are made real when they shouldn't be
The original assumption that the `modifyMesh` function is only
called when the modifier is applied was wrong. There are still a
couple of other places calling it through `BKE_modifier_modify_mesh`.

Now there is an extra check that makes sure instances are only
realized when the modifier is actually applied.
2021-07-08 13:11:21 +02:00
c304807099 Fix compositor backdrop gizmo refresh problem when toggling sidebar
The backdrop image gizmo was not following the backdrop image, it
needs to be refreshed whenever the view changes. The region init
callback is executed whenever the region size changes, so that should be
a reliable place to do that.

Reported as part of T87591.
2021-07-08 13:08:10 +02:00
7d66c04841 Flag for group nodes to disable extension socket. 2021-07-08 10:52:06 +01:00
4c8a8950cf Cleanup: remove trailing spaces from install_deps.sh
No functional changes.
2021-07-08 11:38:48 +02:00
b6a35a8153 Outliner: use 'compacted' row for bones as well
In a collapsed hierarchy, some type of data are listed as one icon per
item (2.79 did this for all data),
others are 'compacted' as a single icon with a counter (also indicating
if the active item is down that collapsed hierarchy) from 2.80 on.

Not quite sure if {rB92dfc8f2673e} was meant to do this (if it was, this
was not working though because relevant code would only get executed for
object hierarchies it seems), so now this is done for bones as well.

Fixes T88413.

Maniphest Tasks: T88413

Differential Revision: https://developer.blender.org/D11404
2021-07-08 10:41:38 +02:00
a91212e147 Sanity checks for the extension socket in groups. 2021-07-08 09:30:05 +01:00
3366fc265b Add single-socket input/output nodes in groups. 2021-07-08 09:29:11 +01:00
8cab5afe46 Simplify group node extension handler function.
Use a common function for handling the "extension" socket in group
input/output nodes.
2021-07-08 08:30:06 +01:00
7489427e4d Cleanup: spelling 2021-07-08 13:31:38 +10:00
c3cb565250 CMake: add missing headers, sort file lists 2021-07-08 13:21:22 +10:00
8346417d09 Fix crash displaying the sequencer without a valid 'scene->ed'
Regression in 45d54ea67f
2021-07-08 10:15:03 +10:00
nutti
695e025c82 Docs: Fix minor incorrect syntax errors
This patch fixes the incorrect syntax in documentations.

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D11822
2021-07-07 19:41:46 -04:00
51019fbfce Cleanup: Consolidate tablet walk mode rotate factors.
Walk rotate speed for tablets was being modified at runtime by scaling
the user preference mouse_speed by a constant factor; this consolidates
scaling into the the compile time tablet scale factor in walkApply.

No change in behavior.
2021-07-07 16:33:50 -07:00
139c3f791e Cleanup: Remove wrong File Browser comment
Accidentally included this in rB01e1944cd455, it came from a merge
conflict.
2021-07-07 19:49:28 +02:00
54fa5041e2 Cleanup: Correct comment in earlier commit (f4cb3ccd9c)
Comment was based on an older version of the patch.
2021-07-07 19:38:37 +02:00
2b41b2f05b Cleanup: Code-style correction in Ghost (Clang-format) 2021-07-07 19:26:47 +02:00
f4cb3ccd9c Assets: Keep assets active after renaming, ensure they are scrolled into view
When renaming an ID somewhere in the UI after marking it as asset, it would
often get lost in the Asset Browser (scrolled out of view). It would also get
deactivated.
This patch makes sure that if an asset is active whose ID gets renamed, it is
kept active and visible. That is important for a fast, uninterrupted asset
creation workflow, where users often rename assets while working in the asset
browser.

Old code stored the new file-name to identify a file after re-reading the
file-list after the rename. For assets that doesn't work because there may be
multiple assets with the same name. Here the simple solution of just storing
the pointer to the renamed ID is chosen, rather than relying on the file-name
in this case. (Should be fine with undo, since the ID * reference is short
lived, it's not stored over possible undo steps. If it turns out to have
issues, I rather switch to a rename_id_uuid, but keep that separate from the
file->uid).

Reviewed by: Sybren Stüvel

Differential Revision: https://developer.blender.org/D11119
2021-07-07 19:24:06 +02:00
fb98f22ddd MSVC: Fix build issue with TBB
TBB includes in windows.h which will by
default define min/max macro's by default,
which collide with stl's min/mac functions.

this change instructs windows.h not to
add the offending macros
2021-07-07 10:55:27 -06:00
6b0869039a File Browser: Select files and directories after renaming
(Note: This is an alternative version for D9994 by @Schiette. The commit
message is based on his description.)

Currently, when a new directory is created it is not selected.
Similarly, when renaming an existing file or directory, it does not
remain active/highlighted blue after renaming.

This change makes sure the file or directory is always selected after
renaming, even if the renaming failed or was cancelled.
This has some usability advantages:
 - Open the newly created directory without having to select it (ENTER).
 - If you make a naming mistake, you can immediately fix that (F2)
   without having to click it again.
 - If you create a directory and forget to name it, you can fix that
   (F2) without having to select it.
 - This is consistent with many common File Browsers.

Further, selecting the item even after renaming failed or was cancelled
helps keeping the file in focus, so the user doesn't have to look for it
(especially if the renaming just failed which the user may not notice).
In other words, it avoids disorienting the user.

Also see D11119 which requires this behavior.

We could also always select the file/directory on mouse press. This
would make some hacks unnecessary, but may have further implications. I
think eventually that's what we should do though.
2021-07-07 18:41:27 +02:00
13672f8b32 Cleanup: Move file deselection function to more appropriate file
`filesel.c` seems like the place that should contain file selection
functions. Previously it was in `file_ops.c` because that was the only
file that actually used it. But a followup commit needs it from a
different file.
2021-07-07 18:41:27 +02:00
cffbfe5568 Fix crash accessing sequencer strips
Was caused by recent clange sequences_all iterator in RNA (D11793).
2021-07-07 14:22:52 +02:00
ecbf838fee Cleanup: comment on source of button event codes 2021-07-07 13:21:57 +01:00
0153e99780 Geometry Nodes: refactor logging during geometry nodes evaluation
Many ui features for geometry nodes need access to information generated
during evaluation:
* Node warnings.
* Attribute search.
* Viewer node.
* Socket inspection (not in master yet).

The way we logged the required information before had some disadvantages:
* Viewer node used a completely separate system from node warnings and
  attribute search.
* Most of the context of logged information is lost when e.g. the same node
  group is used multiple times.
* A global lock was needed every time something is logged.

This new implementation solves these problems:
* All four mentioned ui features use the same underlying logging system.
* All context information for logged values is kept intact.
* Every thread has its own local logger. The logged informatiton is combined
  in the end.

Differential Revision: https://developer.blender.org/D11785
2021-07-07 11:20:19 +02:00
77834aff22 Fix T89397: animation in geometry nodes modifier does not update
The geometry nodes modifier uses id properties for the inputs to node groups.
That is because the set of properties changes depending on which geometry
node group is selected.

The animation was not updated correctly because the `ANIMATION_EVAL`
depsgraph node was not evaluated, because nothing depended on it in the
depsgraph. This patch makes sure that the proper link to the geometry
component is inserted.

Differential Revision: https://developer.blender.org/D11831
2021-07-07 10:56:45 +02:00
3fe0088cab Fix T89559: Outliner shows extra view layer column when it shouldn't
This issue happened because of some miscommunication during the original
patch review. Since we have the parent element in other outliner modes
(Blender File, Data API) I was on the fence here. Rolling this back now
so that when Show All View Layers is off we don't see the current View
Layer top element.

The fix is simple, but it was better to format the code around to
follow the style in this file.

Differential Revision: https://developer.blender.org/D11830
2021-07-07 10:41:12 +02:00
8f94724f22 Cleanup: Sort nodes alphabetically 2021-07-06 23:33:02 -05:00
89831fae0c Cleanup: update filename references 2021-07-07 14:08:47 +10:00
0b1050bf09 Geometry Nodes: Rename nodes for clarity between mesh and curve
Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line",
and mesh subdivide to "Mesh Subdivide". Previously they looked exactly
the same in the search menu, and the nodes themselves had the same
label. This is a "deep" rename that also renames internal defines and
function names to match the UI.
2021-07-06 23:00:27 -05:00
Jagannadhan Ravi
eccdced972 Cleanup: Moving mesh_evaluate and mesh_normals to C++
No functional changes.

Reviewed By: HooglyBoogly

Ref D11744
2021-07-07 13:58:18 +10:00
5bbbc98471 Cleanup: spelling in comments 2021-07-07 13:42:46 +10:00
Angus Stanton
63a8b3b972 Geometry Nodes: Curve Endpoints Node
This node is quite similar to the curve to points node, but creates
points for only the start and end of each spline. This is a separate
node because the sampling from the curve to points node don't apply,
and just for ease of use.

All attributes from the curves are copied, including the data for
instancing: tangents, normals, and the derived rotations. One simple
use case is to make round caps on curves by instancinghalves of a
sphere on each end of the splines.

Differential Revision: https://developer.blender.org/D11719
2021-07-06 22:24:04 -05:00
31e6f0dc7a makesdna: fix parsing 'const', 'struct', 'unsigned' as a prefix
DNA parsing assumed any identifier which starts with
(`struct`, `unsigned`, `const`) was that identifier.

So a struct called `constTest foo;` would be parsed as `est foo;`.

Add utility function to check identifiers are not
part of a larger identifier.

This also supports skipping these identifiers in any order.

Reviewed By: LazyDodo

Ref D11837
2021-07-07 12:35:03 +10:00
f85ef3d442 Cleanup: clang-tidy, unused function 2021-07-07 12:34:00 +10:00
cd38daeff4 Fix T89702: Curve to points node assert on single point spline
This function could be refactored slightly if we assumed the input was
always sorted, but a special for a single point input is also fine.
2021-07-06 21:09:01 -05:00
0521272ab3 Fix: Curve Resample Node: Copy attributes to 1 point results
The curve resample node neglected to copy attributes to single point
result splines. That could have caused errors if some of the splines
in the result had only one point but others had more.
2021-07-06 20:42:33 -05:00
4e80573a76 VSE: Use snapping settings for scrubbing
Use "Snap Playhead to Strips" option to enable playhead snapping.
Change behavior of CTRL key to invert snapping similar to transform operator.

Currently this option is disabled by default. It makes editing quite unpleasant
for me personally, but ideally I should gather feedback from more users.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D11745
2021-07-07 03:26:14 +02:00
c5b2381703 VSE: Remove seq->tmp usage from RNA code
This field was used to reference "parent" meta strips in `sequences_all`
RNA collection iterator functions.

Use `SeqIterator` wrapped in `BLI_Iterator` to iterate over elements.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11793
2021-07-07 03:14:05 +02:00
45d54ea67f VSE: Fix cache bar not visible
Cache bar was only visible when Frame overlay was enabled

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11779
2021-07-07 03:02:01 +02:00
6ac3a10619 Compositor: Fix constant folded operations not being rendered
Many operations do not expect single element buffers as output.
Use full buffers with a single pixel instead.
2021-07-07 01:09:43 +02:00
1657fa039d Compositor: Fix crash when executing works in constant folding
Work scheduler needed initialization and execution models are
not created during constant folding. This moves work execution
method to execution system.
2021-07-07 01:09:31 +02:00
f49f406f67 GPencil: Rename BKE_gpencil_visible_stroke_iter
Renamed to  BKE_gpencil_visible_stroke_advanced_iter

Also created a simple version of the iterator to be used without multiframe and onion skin.
2021-07-06 22:18:49 +02:00
Vincent Blankfield
4a24c6fe37 UI: Center the Status Bar Progress Text
This patch horizontally centers the text inside the progress bar
widget. It is currently left-aligned and offset to the middle, which
doesn't center properly.

see D11205 for details and examples.

Differential Revision: https://developer.blender.org/D11205

Reviewed by Julian Eisel
2021-07-06 12:17:42 -07:00
46a261e108 Compositor: Fix execution system unset during constant folding 2021-07-06 20:22:43 +02:00
40de5742af Fix: Crash when geometry nodes NURB spline has no evaluated points 2021-07-06 13:12:27 -05:00
586cf8b190 Nodes: Adds button to groups to change type of sockets.
The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.

Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.

The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).

Differential Revision: https://developer.blender.org/D10912
2021-07-06 18:36:11 +01:00
933eddc9a1 cmake: use harvested 'wayland-protocols' if system version is insufficient 2021-07-06 18:17:27 +01:00
c26b46ddca cmake: add 'wayland-protocols' to 'make deps' 2021-07-06 18:17:27 +01:00
257bfb65b2 doc: add Wayland dependencies
The wayland support requires the following development packages:
libwayland-dev, wayland-protocols, libegl-dev, libxkbcommon-dev,
libdbus-1-dev, linux-libc-dev
2021-07-06 18:17:21 +01:00
a069fffcc4 GHOST/wayland: define BTN event codes manually 2021-07-06 18:17:21 +01:00
9182c882fe Geometry Nodes: Allow 3 points in curve star primitive 2021-07-06 12:11:09 -05:00
1364f1e35c Fix T89592: Can't remove keyframes without active keying set
Partially revert 7fc220517f, as it
introduced two issues:

- Deleting keys without active keying set was no longer possible, and
- there was no more confirmation popup.

Pressing {key Alt I} in the 3D Viewport now executes
`ANIM_OT_keyframe_delete_v3d`, adjusted to suit both T88068 and T89592:

- If there is an active keying set, delete keys according to that keying
  set.
- Otherwise, behave as `ANIM_OT_keyframe_delete_v3d` did before, that
  is, delete all keyframes of the selected object and in pose-mode also
  of selected bones.
2021-07-06 18:20:26 +02:00
563ef943c7 Cleanup: Keyframing, remove duplicate code
Remove duplicate code from the `ANIM_OT_keyframe_delete` operator. The
actions of the removed code are already performed by the preceding
`keyingset_get_from_op_with_error()` call.

No functional changes.
2021-07-06 18:20:26 +02:00
e2c4a4c510 Compositor: Graphviz improvements
Graphs are usually large, needing a lot of horizontal scrolling and
they can include more information for debugging.

This patch makes graph more compact horizontally by splitting
labels in lines and removing namespaces.
Furthermore it adds following information:
- Operation ID.
- SetValueOperation float value.
- Optionally, operation node name.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11720
2021-07-06 18:11:49 +02:00
5780de2ae0 Compositor: Enable constant folding on operations
Only on current full frame operations that can be constant.
2021-07-06 18:11:49 +02:00
fc5be0b598 Compositor: Constant folding
Currently there is no clear way to know if an operation is constant
(i.e. when all rendered pixels have same values). Operations may 
need to get constant input values before rendering to determine 
their resolution or areas of interest. This is the case of scale, rotate
and translate operations. Only "set operations" are  known as 
constant but many more are constant when all their inputs are so.
Such cases can be optimized by only rendering one pixel.

Current solution for tiled implementation is to get first pixel
from input. This works for root execution groups, others
need previous groups to be rendered.

On full frame implementation this is not possible, because buffers
are created on rendering to reduce peak memory and there is
no per pixel calls.

This patch evaluates all operations that are constant into primitive
operations (Value/Vector/Color) before determining resolutions.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11490
2021-07-06 18:11:49 +02:00
a070dd8bdd Cleanup: Set execution system as operations member in Compositor 2021-07-06 18:04:37 +02:00
1af722b819 Deps builder: macOS/ ffmpeg: Fix linker warning
ld: warning: could not create compact unwind for _ff_rl_init_vlc: stack
subq instruction is too different from dwarf stack size
Similar to rB2de5de57c58521862e0fecc95fc474ea347b7468

Differential Revision: https://developer.blender.org/D11796
2021-07-06 21:13:31 +05:30
Bastien Montagne
b05ba2ef0e Rename Scene's embeded collections from "Master Collection" to "Scene Collection"
Note that this name is essentially never used anywhere, besides as 'information'
mostly accessible from python console. Those embedded IDs are not in Main, so they
are not accessible by name ever, and mostly unusable from animation perspective
(either drivers or fcurves).

Therefore, no breakage is expected in user scripts or addons, nor when
loading in older versions of Blender.

Reviewed By: dfelinto, brecht

Differential Revision: https://developer.blender.org/D11812
2021-07-06 17:24:26 +02:00
7af40ccf5f GPU: Fix crash when using EGL with --gpu-debug flag.
During initialization of the platform a debug message is generated and
interpreted by de callback. Here the platform is checked what requires
an initialized platform.

Fixed by giving the platform check less priority in the check.
2021-07-06 14:24:42 +02:00
8f5a4a2453 Alembic export: evaluation mode option
This option will determine visibility on either render or the viewport
visibility. Same for modifer settings. So it will either evaluate the
depsgrah with DAG_EVAL_RENDER or DAG_EVAL_VIEWPORT.
This not only makes it more flexible, it is also a lot
clearer which visibility / modfier setting is taken into account (up
until now, this was always considered to be DAG_EVAL_RENDER)

This option was always present in the USD exporter, this just brings
Alembic in line with that.

ref. T89594

Maniphest Tasks: T89594

Differential Revision: https://developer.blender.org/D11820
2021-07-06 13:22:22 +02:00
834e87af7b Alembic: remove non-functional "Renderable Objects" only option
When introduced in {rB61050f75b13e} this was actually working (meaning
it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if
desired).

Behavior has since then been commented in rBae6e9401abb7 and apparently
refactored out in rB2917df21adc8.

If checked, it seemed to be working (objects marked non-renderable in
the Outliner were pruned from the export), however unchecking that
option did not include them in the export.

Now it changed - for the worse if you like - in rBa95f86359673 which
made it so if "Renderable Objects" only is checked, it will still export
objects invisible in renders. So since we now have the non-functional
option with a broken/misleading default, it is better to just remove it
entirely.

In fact it has been superseeded by the "Visible Objects" option (this
does the same thing: depsgraph is evaluated in render mode) and as a
second step (and to make this even clearer) a choice whether
Render or Viewport evaluation is used can be added (just like the USD
exporter has). When that choice is explicit, it's also clear which
visibility actually matters.

This is breaking API usage, should be in release notes.

ref. T89594

Maniphest Tasks: T89594

Differential Revision: https://developer.blender.org/D11808
2021-07-06 13:22:07 +02:00
ae8fa7062c Fix incompatible type passed to XR haptic
Likely caused by recent fixed-size types changes.
Seems to be no-functional-changes since the function is unused.
2021-07-06 12:36:42 +02:00
3382b07ad6 Cleanup: rename 'count' to 'len'
Reserve the term count for values that require calculation
(typically linked lists).
2021-07-06 12:09:52 +10:00
432bfbf7a3 Cleanup: pep8 2021-07-06 12:05:27 +10:00
36584bbc2d Cleanup: quiet discarded-qualifiers warning 2021-07-06 12:05:25 +10:00
4eeec6e9b5 Fix macOS builds after removing Ghost integral types. 2021-07-05 15:24:39 -07:00
ceff86aafe Various Exact Boolean parallelizations and optimizations.
From patch D11780 from Erik Abrahamsson.
It parallelizes making the vertices, destruction of map entries,
finding if the result is PWN, finding triangle adjacencies,
and finding the ambient cell.
The latter needs a parallel_reduce from tbb, so added one into
BLI_task.hh so that if WITH_TBB is false, the code will still work.

On Erik's 6-core machine, the elapsed time went from 17.5s to 11.8s
(33% faster) on an intersection of two spheres with 3.1M faces.
On Howard's 24-core machine, the elapsed time went from 18.7s to 10.8s
for the same test.
2021-07-05 18:09:36 -04:00
cf17f7e0cc Fix T89671: Crash when using Denoise node on Full Frame mode
Tiled fallback doesn't support single element buffers.
Ensure tiles are initialized as full buffers.
2021-07-05 23:36:43 +02:00
3d9ecf1cf2 Compositor: Full frame Color Balance node
Adds full frame implementation to this node operations.
No functional changes.
1.3x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11764
2021-07-05 23:36:43 +02:00
0c90aa097d Compositor: Full frame Color Correction node
Adds full frame implementation to this node operation.
No functional changes.
1.4x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11765
2021-07-05 23:36:43 +02:00
bf75106ae9 Compositor: Full frame Exposure node
Adds full frame implementation to this node operation.
No functional changes.
1.7x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11766
2021-07-05 23:36:43 +02:00
c94877ae3d Compositor: Full frame Gamma node
Adds full frame implementation to this node operation.
No functional changes.
1.5x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11767
2021-07-05 23:36:43 +02:00
00c6cbb985 Compositor: Add base operation for updating buffer rows
Simplifies code for operations with correlated
coordinates between inputs and output.
2021-07-05 23:36:43 +02:00
61afbf55f1 Cleanup: Use enum for UI block emboss type 2021-07-05 14:52:21 -05:00
Nicholas Rishel
f3ec0d8e58 Replace Ghost integrals with stdint fixed width integers.
Also replace integer with bool in Ghost API when only used as boolean,
and uint8* with char* in Ghost API when variable is a string.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11617

Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
2021-07-05 11:00:45 -07:00
b66c21f8b0 Geometry Nodes: Use same shape as mesh line in curve line node
The line starts at the origin and ends at (0,0,1m), just like the mesh node.
2021-07-05 12:42:33 -05:00
Johnny Matthews
29d6750134 Geometry Nodes: Curve Primitive Line
This node creates a poly spline line in one of 2 modes:
 - Line between two points
 - Start Point, Direction, and Length

Both modes create splines with only start and endpoints.
A resample node can be used afterward to increase the point count.

Differential Revision: https://developer.blender.org/D11769
2021-07-05 12:27:12 -05:00
de70bcbb36 Cleanup: Clang tidy, unused include
Also a stupidly-included change I made when committing the patch.
2021-07-05 12:05:28 -05:00
Nikhil Shringarpurey
fd0370acc2 Geometry Nodes: Add explicit Float to Int conversion node
This patch adds a very simple node that explicitly converts a float to
an int. While this may seem redundant, it would offer 2 benefits to the
current requirement to use implicit float conversions:
 1. It makes the node tree's intent more clear and self-documenting
    (especially if changes in the future require integer inputs).
 2. It eliminates undefined behavior in current/future nodes from float
    inputs by guaranteeing that the input is an integer.

The node offers a variety of rounding techniques to make it more flexible.

Differential Revision: https://developer.blender.org/D11700
2021-07-05 11:52:10 -05:00
08241b313c Fix (studio reported) missing object's parent handling in readfile expand code.
This would prevent loading a parent that would only be referenced by
children during a linking operation.

Looks like this missing bit of code has been there since the stone ages,
it is fairly baffling to find that such critical low-levels mistakes can
survive decades in a codebase...

Note that such fully-indirectly linked parent object is not instantiated
in scene currently, this is fairly bad I think, but kind of a different
issue.
2021-07-05 18:07:02 +02:00
Yuki Hashimoto
0ef794b553 macOS: support Chinese and Korean input for text buttons
This patch extends D11695 to provide full support for Chinese and Korean
input on macOS.

Chinese input notes:

You can input symbolic characters (such as '! , '$') during Chinese input.

The difference from Japanese input is that multiple `insertText` may be
called with a single key down (`keyDown` method). This happens when you input
a symbolic character (such as '! , '$') during conversion.

The conversion is confirmed (`insertText`) and the symbolic character is
entered (`insertText`). To solve this problem, I have `result_text` to
concatenate the strings and store them in `result`.

Korean input notes:

Korean does not display a conversion suggestion window.

Like Chinese, Korean input may call multiple `insertText` methods. Also,
in Korean, the previous confirmation (`setMarkedText` and `insertText`) and
the next conversion is processed (`setMarkedText`) may be called
simultaneously with a single key down (`keyDown` method).

For example:
1. press g ㅎ (`setMarkedText`)
2. press k 하 (`setMarkedText`)
3. press t 앗 (`setMarkedText`)
4. press k 하세 (`setMarkedText`, `insertText`, `setMarkedText`)

Fixed so that the `insertText` and the last `setMarkedText` are processed.

Also, if a control character (such as Arrow, Enter) is input during Korean
input, the conversion will be confirmed (`setMarkedText`, `insertText`) and
the original control character will be processed.

In other words, if you press the left arrow key while typing in Korean, the
cursor will move to the left after the character is confirmed. Therefore, I
modified the `keyDown` method so that the `handleKeyEvent` is called again
after the `insertText` is processed in the `interpretKeyEvents` method.

Differential Revision: https://developer.blender.org/D11699
2021-07-05 17:24:34 +02:00
Yuki Hashimoto
83e2f8c993 macOS: support Japanese input for text buttons
Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.

Technical notes:
* The conversion candidate window is drawn by the input method program calling
  `firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
  the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
  in the `insertText` method called by the input method program.

Ref T51283

Differential Revision: https://developer.blender.org/D11695
2021-07-05 17:24:27 +02:00
Yuki Hashimoto
ac1ed19eae Fix: macOS wrong IME candidate window position on first display
IME conversion candidate window was displayed at the mouse position, instead of
below the cursor or text selection.

Blender need to tell the input method program where the conversion candidate
window is during Japanese and Chinese input.

In macOS, the `firstRectforCharacterRange` is called when input by the input
method starts, and the position of the conversion candidate window is
specified. Therefore, it is necessary to set the position of the conversion
candidate window before input starts. This patch changes it so that the position
of the conversion candidate window is always set when the cursor is drawn.

Differential Revision: https://developer.blender.org/D11697
2021-07-05 17:20:05 +02:00
673c254c7d Cleanup: Rename ambiguous "params" variable in File Browser notifier listeners
File Browser code uses the term "params" for its file selection parameters a
lot. Avoid confusion/ambiguity by calling the notifier listener parameters
"listener_params".
2021-07-05 16:45:15 +02:00
cadda7aa5c Assets: Disable file renaming operator for Asset Browsers
This operator only works with renaming files, not assets.
2021-07-05 16:06:47 +02:00
b8115f0c5b Fix performance regression in Exact boolean due to exact triangulation.
Went back to using Blender's polyfill for triangulation, which is much
faster (time for a 3.1M face boolean went from 103s to 48s).
Had to put in detection for the case that needs the exact triangulator
(bug T86805), and also a fix for non-convex quads (bug T89330).
2021-07-05 10:00:29 -04:00
dac81ad71b EditMesh: extract restore logic out of EDBM_redo_state_free
Split mesh restore logic into a new function:
`EDBM_redo_state_restore_and_free`.
2021-07-05 23:45:21 +10:00
d27db03444 LineArt: Fix occlusion effectiveness for culled triangles. 2021-07-05 20:43:03 +08:00
Yuki Hashimoto
2d0b9faaf6 Fix: IME conversion candidate window not correctly placed on macOS
Blender needs to tell the input method program where the conversion
candidate window is during Japanese and Chinese input.

In macOS, there are displays where the window size and the native pixel size
are different, so the candidate window may appear in an unnatural position.

This patch converts the cursor position x and y for matching macOS window
coordinate. On Windows, GHOST_GetNativePixelSize returns 1, so it has no effect.

Differential Revision: https://developer.blender.org/D11696
2021-07-05 14:32:35 +02:00
Yuki Hashimoto
32124b940e Fix: IME input displays text after cursor before cursor
When inserting text using IME on a button, the character after the cursor is
displayed before the cursor.

This bug seems to have occurred during the refactoring in D765.

Differential Revision: https://developer.blender.org/D11072
2021-07-05 14:32:35 +02:00
bd0de99b52 Cleanup: spelling, punctuation 2021-07-05 22:27:03 +10:00
2ecc33d84b Cleanup: move repeated assignment out of nested for loop 2021-07-05 22:02:57 +10:00
6eb8340ef4 Cleanup: use const arguments 2021-07-05 22:02:57 +10:00
416e006a2a Cleanup: use 'use_' prefix for RNA booleans 2021-07-05 22:02:57 +10:00
92b775d319 Cleanup: remove unnecessary bmesh operator comments 2021-07-05 22:02:57 +10:00
ab6a011b3b GPencil: Fix memory leak in trim and split functions.
`dvert->dw` from old strokes are not freed properly, fixed.
2021-07-05 19:56:41 +08:00
aad8b8405c Fix T89655: tweak Cycles transparent bounces UI for clarity
Transparent bounces are independent of other bounces, so don't group
them together.
2021-07-05 13:42:54 +02:00
2eca9c7ed4 Cleanup: Move common File Browser renaming code into functions
Code would manually do the same things in a couple of places, obvious case of
unnecessary code duplication.
2021-07-05 13:35:41 +02:00
Yuki Hashimoto
2c6c1b6cc0 Cleanup: replace NSTextInput with NSTextInputClient
This revision replaces the deprecated protocol NSTextInput with
NSTextInputClient in Cocoa Text View. No functional changes.

For more information of the methods, please see:
https://developer.apple.com/documentation/appkit/nstextinputclient

Differential Revision: https://developer.blender.org/D11407
2021-07-05 13:10:08 +02:00
Yuki Hashimoto
c1ba68dd04 Cleanup: use arrayWithObject to reduce the code
Similar code is found in Apple's code samples.

Differential Revision: https://developer.blender.org/D11434
2021-07-05 13:10:08 +02:00
24a77745a4 Functions: add utility to create string from value of generic type 2021-07-05 13:02:16 +02:00
fb46c047bd BLI: wrap more features off tbb::enumerable_thread_specific
* Make the wrapper enumerable.
* Support an initializer function.
2021-07-05 13:02:16 +02:00
ded4dc7761 BLI: add conversion constructor for destruct_ptr
This allows converting between different `destruct_ptr` types (which is
just a `std::unique_ptr` with a custom deleter).

The most common use case is to convert from a derived type to
the type of the base class.
2021-07-05 13:02:16 +02:00
dc3f46d96b Tests: performance testing framework
These are scripts for benchmarking Blender features on real-world .blend
files. They were originally written for benchmarking Cycles performance, and
were made generic so they can be used for more Blender features.

The benchmarks can be run locally by developers. But the plan is to also run
these as part of continuous integration to track performance over time.

Currently there are tests for Cycles rendering and .blend file loading.

Documentation:
https://wiki.blender.org/wiki/Tools/Tests/Performance

Main features:
* User created configurations to quickly run, re-run and analyze a selected
  subset of tests.
* Supports both benchmarking with existing builds, and automatic building of
  specified git commits, tags and branches.
* Generate HTML page with bar and line graphs from test results.
* Controlled using simple command line tool.
* For writing tests, convenient abstraction to run a Python function in Blender
  with arguments and return value.

Ref T74730

Differential Revision: https://developer.blender.org/D11662
2021-07-05 12:32:32 +02:00
bb971bead9 Fix T89523: Cycles OpenCL compile error after shadow terminator changes 2021-07-05 11:26:40 +02:00
e785569c95 Cleanup: clang-tidy 2021-07-05 19:09:24 +10:00
c9eaf04afb Cleanup: remove outdated comment 2021-07-05 19:08:19 +10:00
a87593e62a Fix early return in reverse-color where continue was intended 2021-07-05 18:54:53 +10:00
9009ac2c3d Geometry Nodes: new Viewer node
This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.

Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.

As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.

There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
  the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
  viewer nodes.
* Less visual clutter in node headers.

Differential Revision: https://developer.blender.org/D11470
2021-07-05 10:46:36 +02:00
04313f1bb5 BMesh: remove redundant mesh-backups from EDBM_op_* API
Using BMesh operators through the edit-mesh API created a full copy
of the mesh so it was possible to restore the mesh in case
one of the operators raised an error.

Remove support for automatic backup/restore from the EDBM_op_* API's
as it adds significant overhead and was rarely used.

Operators that need this can use the BMBackup API to backup & restore
the mesh in case of failure.

Add warning levels to BMO_error_raise so operators can report problems
without it being interpreted as a request to cancel the operation.

For high-poly meshes creating and freeing a full copy is an expensive
operation, removing this gives a speedup of ~1.77x for most operators
except for "connect_verts" / "connect_vert_pair"
which still uses this functionality.
2021-07-05 18:36:33 +10:00
afe7387be8 BMesh: remove redundant copy-on-write tagging
The evaluated meshes no longer store a copy of the edit-mesh
so tagging when a BMesh operator fails can be removed.
2021-07-05 18:31:44 +10:00
b29a8a5dfe BMesh: dissolve faces no longer fails when some faces can't dissolve
Previously, any face groups that could not be merged into a face
caused the entire operation to report an error and do nothing.

Now these cases are skipped over, dissolving faces where possible.
2021-07-05 18:31:44 +10:00
9075f63e8f Cleanup: unused variable 2021-07-05 10:29:21 +02:00
76f7b22989 Cleanup: minor improvements to BMesh dissolve faces
- Only create arrays with groups of two or more faces.
- Remove raising exception for zero length arrays.
- Remove redundant exception check (assert there is no exception).
- Use a struct for face array & it's length instead of a NULL
  terminated array (removes the need to count faces in a loop).
2021-07-05 15:54:57 +10:00
dccadc9e78 Cleanup: update comment formatting
- Replace '[mce]' with "Mike Erwin".
- Remove references to turn-table author as it isn't useful information,
  the author was credited in the commit message.
2021-07-05 15:54:57 +10:00
5b2d2b2319 Cleanup: remove temporary header 2021-07-05 15:54:57 +10:00
2929cfe5de Cleanup: remove unused defines 2021-07-05 15:54:57 +10:00
f0f7282d9d Cleanup: spelling in comments 2021-07-05 15:54:57 +10:00
b73dc36859 GPencil: Add weight factor to Offset randomize
Now, The weight is used in the randomize parameters of the offset modifier. 

This is useful to generate effects like explosions.

Related to the new Vertex Weight modifiers.
2021-07-03 17:41:12 +02:00
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
05f970847e GPencil: Fix unreported PDF export offset
When exporting a PDF, the image was displaced towards top right a few pixels.

Also removed is_orthographic variable because is not needed now.
2021-07-03 12:32:44 +02:00
2d146b61d8 Cleanup: Use simpler method to retrieve attribute domain 2021-07-02 23:16:39 -05:00
5f5cf21a83 Cleanup: Remove unused transform matrix from objects
This was the only reference to this matrix.

https://developer.blender.org/D11770
2021-07-02 13:27:56 -05:00
55f27617cf Geometry Nodes: Add mesh input warning to curve to mesh node
A point of confusion about this node is that it doesn't work on the
output of the mesh circle primitive node. This patch adds a warning to
help with that. This avoids adding a warning when the geometry set
input has no mesh.

Differential Revision: https://developer.blender.org/D11771
2021-07-02 13:24:42 -05:00
00e30f122b Build: upgrade NanoVDB library to latest revision
This includes improved handling of OpenVDB trees with inactive voxels,
which previously could throw an error.

Ref T89581, T88438
2021-07-02 19:06:08 +02:00
82466ca2e5 Fix T89581: Cycles crash rendering some OpenVDB files with inactive voxels
Print an error message instead.
2021-07-02 19:01:53 +02:00
0c84939117 Cleanup: use template utility function to handle OpenVDB grid types in Cycles 2021-07-02 19:01:53 +02:00
8221d64844 Cleanup: Further use of const when accessing evaluated mesh
Also resolve a warning from the previous commit. The next blocker to
using const is `BKE_mesh_wrapper_ensure_mdata`.
2021-07-02 11:56:29 -05:00
5f8969bb4b Cleanup: Use const mesh to ensure BVH and triangulation cache
As noted in a comment now, these functions only update a cache, so they
don't change the logical state of the mesh, which is "it will have the
data when necessary." Using a const argument will help const correctness
when accessing an object's evaluated mesh.
2021-07-02 11:37:01 -05:00
a1609340b4 Cleanup: Fix variable redeclaration warning 2021-07-02 10:07:43 -05:00
a96b52e37f GPencil: Fix compiler warnings in previous commit 2021-07-02 16:32:57 +02:00
88c855174d Cleanup: Remove unused/unneeded code from old Asset Engine design
This code was written for the File Browser together with the Asset Engine
design, that is not part of the Asset Browser/System design anymore. Updated
comments accordingly.

`FileDirEntryRevision` was actually used, but I removed it and moved the used
members to the parent `FileDirEntry`, since there is no concept of revisions
currently.

There should be no functional changes.
2021-07-02 15:42:22 +02:00
5a693ce9e3 Constraints: support a new Local Space (Owner Orientation) for targets.
Add a new transformation space choice for bone constraints, which
represent the local transformation of the target bone in the constraint
owner's local space.

The use case for this is transferring the local (i.e. excluding the
effect of parents) motion of one bone to another one, while ignoring
the difference between their rest pose orientations.

The new option replaces the following setup:

* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
  pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.

(This analogy applies provided both bones use Local Location)

Differential Revision: https://developer.blender.org/D9493
2021-07-02 15:15:05 +03:00
bc8ae58727 Copy Transforms: implement Remove Target Shear and more Mix options.
This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.

This patch adds support for several operations that would be useful:

- An option to remove shear in the incoming target matrix.

  Shear is known to cause issues for various mathematical operations,
  so an option to remove it at key points is useful.

  Constraints based on Euler like Copy Rotation and Limit Rotation
  already have always enabled shear removal built in, because their
  math doesn't work correctly with shear.

  In the future node system shear removal would be a separate node
  (and currently Limit Rotation can be used as a Remove Shear constraint).
  However removing shear from the result of the target space conversion
  before mixing (similar to Copy Rotation) has to be built into
  Copy Transforms itself as an option.

- More ways to combine the target and owner matrices.

  Similar to multiple Inherit Scale modes for parenting, there are
  multiple ways one may want to combine matrices based on context.
  This implements 3 variants for each of the Before/After modes
  (one of them already existing).

  - Full implements regular matrix multiplication as the most basic
    option. The downside is the risk of creating shear.
  - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
    and basically uses Full for location, and Split for rotation/scale.
    (This choice already existed.)
  - Split Channels combines location, rotation and scale separately.

  Looking at D7547 there is demand for Split Channels in some cases,
  so I think it makes sense to include it in Copy Transforms too, so that
  the Mix menu items can be identical for it and the Action constraint.

Differential Revision: https://developer.blender.org/D9469
2021-07-02 15:15:05 +03:00
01e1944cd4 File Browser: Refactor file "UUID" code (which wasn't really a "UUID")
To some degree these are changes in preparation of further Asset Browser
related changes, see D11119. But also, the current UUID design was written for
the old Asset Engine design, which isn't part of the current Asset
Browser/System design anymore.
And lastly, "UUID" are a well established standard
(https://en.wikipedia.org/wiki/Universally_unique_identifier) which this
implementation didn't follow. What we have here is more of an index, or a
unique identifier (https://en.wikipedia.org/wiki/Unique_identifier).

So this does the following changes:
* Renames "UUID" to "UID"
* Changes the type of the UID to (a typedef'ed) `uint32_t`, which is more than
  enough for our current asset system design and simplifies things.
* Due to the new type, we can avoid allocations for hash-table storage.
* Add/use functions for UID handling

Note that I am working on a major rewrite of the file-list code. Meanwhile we
want to keep things sensible.
2021-07-02 13:49:30 +02:00
29b65f5345 GPencil: New modifier to generate weights dynamically
his new modifier allows to generate weights base on:

* Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines.

* Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0.

The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights.

The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier.

Also some modifier has been changed to inlude a new option to use the weights as factor of the effect.
As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same.

Reviewed By: mendio, filedescriptor

Differential Revision: https://developer.blender.org/D11604
2021-07-02 12:04:07 +02:00
9f5c0ffb5e Cleanup: Use const variables for object's evaluated mesh
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
2021-07-01 23:03:27 -05:00
016a2707f5 Cleanup: refactor edit-mesh copy functions into functions 2021-07-02 12:51:44 +10:00
841b2cea7b Cleanup: compiler & clang-tidy warnings 2021-07-02 12:15:29 +10:00
addb1a5c9a Cleanup: spelling in comments 2021-07-02 12:15:29 +10:00
b39d66adde Fix T88909: Win32 getTitle() UTF8 Support
In the Win32 platform our setTitle() can properly assign a Unicode
utf-8 window title. Unfortunately our getTitle() will only read regular
8-bit character strings. This means that we can never compare what we
set to what we get. This patch updates getTitle() to use Unicode-aware
GetWindowTextLengthW and GetWindowTextW.

see T88909 for an example of this affecting user experience.

Differential Revision: https://developer.blender.org/D11782

Reviewed by Ray Molenkamp
2021-07-01 18:08:29 -07:00
0ff1c38fcc Cleanup: Move bvhutils.c to C++
This will be useful when adding a utility to create a BVH tree from a
`CurveEval` for the attribute proximity and attribute transfer nodes.
2021-07-01 16:46:55 -05:00
7eecf77f0b VSE: Fix handle size calculation
Handle width calculation was incorrect in drawing code. This caused
handles to be invisible when zoomed out.

After fixing math, handles become too large, so now they are constrained
to quarter of strip width, which feels more natural and represents
clickable area more closely.

`sequence_handle_size_get_clamped()` did not return size in pixels, but
in 2D-View space, this comment was corrected.
2021-07-01 23:38:06 +02:00
fd1fec5600 Cleanup: Clang tidy, remove typedef 2021-07-01 16:33:07 -05:00
b7b5c23b80 Fix memory leak in VSE transform code
SeqCollection wasn't freed.

It wasn't easy to find culprit so added argument to
SEQ_collection_create() to pass function name.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11746
2021-07-01 22:14:29 +02:00
519c12da41 VSE: Snapping feedback
Address initial feedback:
 - Use checkboxes instead of radio buttons
 - Hide snapping distance control from UI
 - Tweak snapping line color - use selected strip color, 50% transparency. Similar to other editors
 - Draw 2px thick line, since strip outline is also 2px thick

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D11759
2021-07-01 22:08:11 +02:00
4a7951fede Cleanup: Separate each extractor into specific compile units
Makes code cleaner and easier to find.
2021-07-01 11:13:58 -03:00
4617172740 Fix race condition when loading multiple File/Asset Browsers at once
When multiple File or Asset Browsers would load at once (e.g. when loading a
file with two File Browsers open) and they would load multiple directories or
.blend files (using the Recursions option in the File Browser or loading an
asset library with multiple .blends), often only one File/Asset Browser would
correctly load all files. Others would be incomplete or entirely empty. That
was because of a race condition, where the directories or .blend files would be
loaded concurrently and the first one that finished would cancel the other
ones. This again happened because they used the job system with the same
"owner", which by design makes all jobs with the same owner cancel as soon as
the first is finished.
Address this by making sure they have different owners. That is, not the scene
anymore, but the filelist the job belongs to. Doesn't make much sense to use
the scene as owner for scene-unrelated file loading anyway.

Steps to reproduce were:
* Open two File Browsers as regular editors.
* In the Display Settings popover, set "Recursions" to 2 or 3 levels.
* Navigate to a directory with plenty of subdirectories in both File Browsers.
* Save the file.
* Reload the file, one of the File Browsers likely has an incomplete file list.

Alternatively, use Asset Browsers and open an asset library containing multiple
.blends.
2021-07-01 15:22:12 +02:00
a112adf16a Audaspace: porting pulseaudio fixes from upstream. 2021-07-01 14:26:13 +02:00
19d19970e4 Fix T88887: Audio causes issues with Playback when PC put to Sleep, Hibernate or when Screensaver appears
Porting WASAPI device reinitialization from upstream.
2021-07-01 14:26:13 +02:00
8c3855dc6e Fix broken physics modifiers after cleanup commits
4f3ec0110 and 5a64c687dd should have removed the entire conditional to skip
time depedent modifiers, rather than always enable it.
2021-07-01 12:58:42 +02:00
Paul Golter
229c0580e2 Fix: Export subtitles timecode relative to scene start frame, ignore muted strips
This patch writes the timecode in the .srt file relative to the start
frame of the scene. If the timecode is global but scene does not start
at frame 0 the subtitles don't match if they get loaded in an external
video player. Muted strips will be ignored. Don't allow negative
timecodes in .srt.

Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11762
2021-07-01 12:21:31 +02:00
96d487b3ae Cleanup: remove redundant calls to BMO_error_clear 2021-07-01 17:25:27 +10:00
aaa8ee1307 Cleanup: remove bmesh-operator error code
The error codes could be used to look up messages from a table
of messages however this wasn't especially useful.

Now all calls to BMO_error_raise must inclue a message.
2021-07-01 17:01:19 +10:00
927456491a Fix edit-mesh partial update regression when snapping to normals
Edit-mesh partial update logic assumed translate didn't need normals
to be recalculated (for faces with all vertices being transformed).

However translate can optionally rotate which requires
all transformed normals to be updated.

Check for this case and use the previous partial-update method
when it modified extra geometry, so the normals are properly reset.
Further updates need not recalculate them.
2021-07-01 14:53:01 +10:00
02df67875a Cleanup: replace booleans with enum for storing translate rotation 2021-07-01 13:30:19 +10:00
f578e31a8e Correction to T89571 fix 4546f176eb
Supporting both object & edit-mode is more involved.
Both cases are now supported with object mode tracking the last-used
state for rotation so it's only reset once when rotation is disabled.
2021-07-01 12:58:10 +10:00
4546f176eb Fix T89571: Align Orientation to Target keeps rotation when toggled 2021-07-01 11:54:05 +10:00
1e532eb37a BLI_linklist_stack: use cast to prevent warnings when used in C++ 2021-07-01 11:24:54 +10:00
aa112dc77c Cleanup: spelling 2021-07-01 11:16:25 +10:00
39188f3c99 Cleanup: rename playhead to current-frame 2021-07-01 11:06:04 +10:00
930ecef9b5 Cleanup: outdated IPO references in comments 2021-07-01 11:06:04 +10:00
753806c731 Cleanup: spelling 2021-07-01 10:25:49 +10:00
a689b5932d Cleanup: remove unused internal grease pencil definitions 2021-07-01 10:25:49 +10:00
dba675fb65 Cleanup: split normal calculation into it's own file
Normals now includes many functions including normal splitting &
custom normal manipulation split this into it's own file
to centralize related functions.
2021-07-01 10:25:49 +10:00
924596abad Cleanup: clang-format, clang-tidy 2021-07-01 10:25:49 +10:00
Johnny Matthews
c1fc180861 Geometry Nodes: Curve Primitive Circle
This node has two modes: the first mode computes a circle from three
locations and a resolution. The second takes radius and resolution.
The first mode also outputs the center of the computed circle as
a vector.

Differential Revision: https://developer.blender.org/D11650
2021-06-30 19:22:13 -05:00
5a64c687dd Cleanup: Fix compiler warning from previous commit
The use_deform argument was always passed as zero or one, so the "< 0"
check is no longer necessary.
2021-06-30 18:03:45 -05:00
4f3ec01101 Cleanup: Use bool instead of int, rename variable
The "useDeform" argument was only passed as 1 or 0, so even though
there was an odd "< 0" comparison, it can be passed as a boolean.
2021-06-30 16:41:53 -05:00
17a67bf778 UI: custom free function improvements
This changes `UI_but_func_tooltip_set` so that it allows passing a custom free function, which has two benefits:

* The caller can pass `null` to indicate that the value should not be freed.
* Arbitrary c++ data can be passed to the callback (before the struct had to be trivially destructible).

I added `uiFreeArgFunc` and used it in other places where appropriate.

Differential Revision: https://developer.blender.org/D11738
2021-06-30 17:46:59 +02:00
ca12d70af0 Cleanup: variable naming for texture/material SocketPropertyType
Copy-Pasting error in rB3025c348253a

Maniphest Tasks: T88701

Differential Revision: https://developer.blender.org/D11755
2021-06-30 17:29:14 +02:00
5737193d81 Fix bad versioning of snapping flags
If the value of a macro has changed. We need to change all references to
that macro in the versioning code.
2021-06-30 10:42:09 -03:00
8de8ab38f6 Fix T89535: FCurve.mute UI text wrong
Copy-paste mistake in rB4e9817a4fb29 (copied from fmodifier).

Maniphest Tasks: T89535

Differential Revision: https://developer.blender.org/D11753
2021-06-30 15:38:06 +02:00
0e4245bc28 Fix T89554: UV snapping broken
Caused by {rBfba9cd019f21}.

Above commit reordered toolsettings snapping flags but missed remapping
these for the UV toolsettings in versioning code.

Differential Revision: https://developer.blender.org/D11756
2021-06-30 15:15:32 +02:00
be451354c9 Fix T89153: Follow Path for empty works only in negative values
The old code only clamped cyclic curves
2021-06-30 11:20:42 +02:00
918d9291d6 Cleanup: store the result of isLockConstraint for reuse
This was being called for every element in some situations.
2021-06-30 18:40:16 +10:00
c57b0cae28 Cleanup: rename transform mode variables
Use the term 'mat_final' for calculated matrices used for transforming.
Also rename 'pivot' to 'pivot_local'.
2021-06-30 18:18:30 +10:00
4f9ef65dac Transform: support multi-threading for bend 2021-06-30 18:01:14 +10:00
2d4ec90497 Transform: support multi-threading for most modes
Multi-threading support for transform modes: bevel-weight, crease,
push-pull, rotate, shear, shrink-fatten, skin-resize, to-sphere,
trackball & translate.

This is done using a parallel loop over transform data.

From testing a 1.5million polygon mesh on a 32 core system
the overall performance gains were between ~20-28%

To ensure the code is thread-safe arguments to shared data are const.

Reviewed By: mano-wii
2021-06-30 16:53:55 +10:00
501d2443d0 Cleanup: use const arguments for accessor functions 2021-06-30 16:42:19 +10:00
df9597cfba Cleanup: use const for datatoc declarations 2021-06-30 16:42:19 +10:00
Johnny Matthews
8884d2d61b Geometry Nodes: Curve Primitive Bezier Segment
Creates a Curve with 1 Bezier Spline from four positions (start,
start handle, end handle, end) and a resolution. The handles are
aligned and mirrored automatically. An "Offset" mode is also included
to allow specifying the handles relative to the control points.

The default settings recreate the existing default Bezier Curve in the
3D viewport add menu.

Differential Revision: https://developer.blender.org/D11648
2021-06-30 00:03:55 -05:00
c36d2a9a7a Cleanup: rename 'count' to 'len'
Reserve the term count for values that require calculation
(typically linked lists).

Without this convention it's difficult to know if using a length
accessor function in a loop will be O(N^2) without inspecting the
underlying implementation.
2021-06-30 14:39:32 +10:00
77ac1f39c4 Cleanup: unused arg warnings 2021-06-30 14:32:53 +10:00
Johnny Matthews
d3788207aa Geometry Nodes: Curve Primitive Quadratic Bezier Segment
This patch is for a node that creates a poly spline from a
3 point quadratic Bezier. Resolution is also specified.

Curve primitives design task: T89220

Differential Revision: https://developer.blender.org/D11649
2021-06-29 22:39:26 -05:00
Johnny Matthews
21ebee2580 Geometry Nodes: Curve Primitive Spiral
This node creates a curve spline and gives control for the number of
rotations, the number of points per rotation, start and end radius,
height, and direction. The "Reverse" input produces a visual change,
it doesn't just change the order of the control points.

Differential Revision: https://developer.blender.org/D11609
2021-06-29 22:22:28 -05:00
Johnny Matthews
86c6769e20 Geometry Nodes: Curve Primitive Spiral
This patch adds a Curve Primitives menu in Geometry nodes with an
initial entry of a star primitive.

The node is a basic star pattern node that outputs a poly spline.
Options control the inner and outer radius, the number of points,
and the twist of the valleys.

Differential Revision: https://developer.blender.org/D11653
2021-06-29 22:00:29 -05:00
2d35eed34d Cleanup: split uses of _snap_sequencer_apply according to transform mode
The `applySnap` callback of each mode was overwriting the value
calculated in `transform_snap_sequencer_apply`.
2021-06-29 18:08:41 -03:00
929d9ec0c7 Cleanup: Deduplicate code 2021-06-29 17:42:48 -03:00
dd14ea1819 Cleanup: split CalcSnapGeometry in smaller functions 2021-06-29 17:38:34 -03:00
fba9cd019f VSE: Improved Snapping
Change snapping behavior to snap strip edges when they are close to snap point.
Default behavior is, that each transformed strip is snapped to any other strip.

Implement snapping controls in sequencer tool settings. These controls include:

 - Snapping on/off
 - Ability to snap to playhead and strip hold offset points
 - Filter snap points by excluding sound or muted strips
 - Control snapping distance

Snapping controls are placed in timeline header similar to 3D viewport

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11646
2021-06-29 20:30:31 +02:00
ea43ae4194 Fix crash on link/append for asset data-blocks in Thumbnails mode
Same fix as 03a83b4eb5, but for the Thumbnails display mode.
2021-06-29 20:09:07 +02:00
516a060bb3 Fix T89523: Cycles OpenCL compile error after recent changes
Also correctly used inverse transposed matrix for normal transform.
2021-06-29 19:47:11 +02:00
999f1f7504 Win32: Window Placement DPI and Scale Adjustment
When using multiple monitors that differ in scale and/or dpi, the
varying sizes of the window titles and borders can cause the placement
of those windows to be out by a small amount. This patch adjusts for
those differences on Windows 10 and newer.

see D10863 for details and examples.

Differential Revision: https://developer.blender.org/D10863

Reviewed by Ray Molenkamp
2021-06-29 09:29:40 -07:00
2ff714269e UI: Support setting operator properties for UILayout.operator_menu_enum()
`UILayout.operator_menu_enum()` now returns the operator properties, just like
`UILayout.operator()`. This makes it possible to set options for the operator
displayed in the menu. In C it can be done through the new
`uiItemMenuEnumFullO()` or `uiItemMenuEnumFullO_ptr()`.

It's reasonable to have this, probably just a small thing never bothered to
add. D10912 could use it, the following comment can be addressed now too:
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_nla/nla_buttons.c$583-586
2021-06-29 18:20:56 +02:00
63aa6dd845 Cleanup: Win32 Window Creation
This is just some cleanup of the Win32 window creation code. After
CreateWindowExW() this patch uses some early exits to replace some
potentially confusing if blocks. No functional changes.

Differential Revision: https://developer.blender.org/D11446

Reviewed by Ray Molenkamp
2021-06-29 08:51:51 -07:00
ae636994cd Fix Cycles hair render error on GPU after recent changes
Volumes primitive needs to be part of traceable primitives.
2021-06-29 16:35:06 +02:00
037035921b Cleanup: Remove unused function in lineart_cpu.c 2021-06-29 22:32:38 +08:00
e7fc15e2ef Fix T70615: Cycles ignores BSDF inputs when nodes are optimized
When compiling BSDF nodes, we only assing stack space to the normal and
tangent inputs if they are linked. However, it could be that the
ConstantFolder removed the link, so checking if there is a link fails
to take this into account.

To fix this, added a flag to ShaderInput to keep track of whether a
constant was folded into the input, and use it as well to verify that
the socket is linked when assigning stack space.

Reviewed By: brecht

Maniphest Tasks: T70615

Differential Revision: https://developer.blender.org/D11731
2021-06-29 16:24:21 +02:00
d1e0059eac LineArt: Filtering intersection lines using mask numbers
Mask value works just like transparency mask.

You are able to select intersection lines inside a
collection or, between collections.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11309
2021-06-29 20:47:55 +08:00
5d5cf53081 Fix T89484: NLA "Remove Empty Animation Data" missing Outliner refresh
Similar to rBb4530deec478, just add appropriate notifier.

Maniphest Tasks: T89484

Differential Revision: https://developer.blender.org/D11724
2021-06-29 14:37:00 +02:00
8f6a9c5176 Fix T89526: "Toggle Maximize Area" clears context screen properties
Removed in b787581c9c as it's comment
noted it was bad code, the reason for it's necessity was no longer valid.

Add this back with comment explaining why it's still needed.
2021-06-29 21:09:00 +10:00
5130bb116a Cleanup: unused warnings 2021-06-29 21:09:00 +10:00
df7db41e1b LineArt: Use separate sub panel for line types.
Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11735
2021-06-29 18:48:59 +08:00
f2c52aa0e1 Cleanup: use 'const' arguments in transform calculation
Use const arguments to simplify further optimizations.

Transforming elements shouldn't need to change their containers
data-structures.
ElementResize for grease pencil stroke thickness was
modifying TransInfo.num & TransInfo.values_final.

Now copies are operated on to preserve const correctness although
it's worth investigating if this can be avoided altogether.
2021-06-29 20:23:30 +10:00
855f7fee63 Cleanup: clang-format 2021-06-29 20:13:24 +10:00
203d405299 Cleanup: spelling 2021-06-29 20:12:51 +10:00
66d48b272e Cleanup: GPU Shader Log Parsing.
- Added functions to check if the cursor is at a number.
- Added function to parse a number.
- Joined skip_separator functions.
- Added function to check if cursor is at any given set of characters.
2021-06-29 09:52:31 +02:00
ee0c3081b0 Fixed issue in previous commit.
During development a test was disabled. Enabling it again.
2021-06-29 09:08:33 +02:00
2262d6c45a Fix T89405: Viewport Render Preview glitching (AMD)
AMD Drivers didn't report an additional space in the rendered. This made
testing for the HQ workaround fail and the issue appeared back on
certain cards.

This fix will test with surrounding spaces or if the renderer name
endswith the given string. If any of these are the case the hq normals
workaround will be enabled.
2021-06-29 09:04:24 +02:00
28135c06bb Typo in function identifier: mutli -> multi
Fixing small typo of word "multi" in function identifier by renaming
"count_mutli_input_socket_links" to "count_multi_input_socket_links"

Differential Revision: https://developer.blender.org/D11732

Reviewed by Hans Goudey
2021-06-28 20:58:17 -07:00
24c321cfe9 Cleanup: Use function name for allocation strings
This is simpler, more consistent, and takes up less space.
2021-06-28 22:45:02 -05:00
91b31173e9 LineArt Cleanup: Rename floating->loose
see comment in https://developer.blender.org/rB841df831e89dfc4011c323203c2efb8265dc1878
2021-06-29 11:40:59 +08:00
34b213d604 Cleanup: use "use_" prefix for boolean types 2021-06-29 13:31:53 +10:00
c109a39995 Cleanup: translate comments
It wasn't so clear why the POINT_INIT check was disabled,
move this into the code comment.
2021-06-29 13:31:53 +10:00
f8d8f28e2c Curves: Avoid duplication of control points during evaluation
This commit avoids duplicating the deformed control point
list twice by modifying the list in the object curve cache directly.

For curves, the original control point data was duplicated into a
local listbase, deformed, used to create the "bevel list" data, and
then duplicated again for the object-level storage of deformed
control points. Text objects and surface objects had a similar
unnecessary duplication.
2021-06-28 22:22:06 -05:00
a3a7e19f07 Cleanup: Avoid freeing curve evaluation data twice
The curve bevel list was freed, and then freed again in a call to the
function that recalulates it. The curve "anim path" data was freed
only to be freed again in its calculation function as well. Also move
the anim_path calculation directly after the bevel list creation to
make its requirements more explicit.
2021-06-28 21:46:12 -05:00
3471ff1a5c Cleanup: Split curve and surface data evaluation functions, rename
Surface objects were already handled by an early return in the main
"curve types" function. This commit splits them, renames the funtions
to match (and be more consistent with other names), and sanitizes the
checking of object types.
2021-06-28 21:31:59 -05:00
d6480167ad Cleanup: Order return arguments last, use r_ prefix 2021-06-28 21:17:19 -05:00
60a2038fba Cleanup: clang-tidy 2021-06-29 10:37:00 +10:00
515d9f9a35 Cleanup: resolve discarded-qualifier warning 2021-06-29 10:23:22 +10:00
e1a719c043 Fix T89465: Loss of mouse movement when window left with pen.
When a window is left with a WinPointer pen, the inrange check
prevents resetting pen info.
2021-06-28 15:09:59 -07:00
2271b9b584 Cleanup: Avoid ASAN report when converting displist to mesh
Don't call `memcpy` with a null destination (and 0 size).
2021-06-28 16:56:30 -05:00
d0e6b59cd1 Cleanup: Replace paranoid check with assert
Every call to `BKE_displist_make_curveTypes` already checks the object
type beforehand, there is no need to check it again. Also removed an
outdated comment.
2021-06-28 15:21:14 -05:00
d2e473a2dd Cleanup: Remove unused "for_orco" argument to curve evaluation
`BKE_displist_make_curveTypes` had a `for_orco` argument that was
always false in calls to the function. Removing it allows the curve
displist and modifier evaluation code to become simpler. There are
some related cleanups in rBdf4299465279 and rB93aecd2b8107.
2021-06-28 15:14:43 -05:00
a0c45a2d54 Cleanup: Add function to create a CurveEval from a nurbs list
Sometimes the current spline list isn't part of the original curve, like
when using the deformed control points, etc. This will be helpful in
the curve modifier stack.
2021-06-28 14:28:52 -05:00
790cb28766 Curve: Add functions to retrieve const access to spline list
While the const correctness of `ListBase` is quite limited, it's helpful
to have a way to retrieve the `Nurb` list from curve object data without
casting away const from the curve.
2021-06-28 14:15:58 -05:00
dc0c81337d Cleanup: Use const arguments 2021-06-28 13:47:48 -05:00
Jesse Y
643720f8ab UI: Do Not Resize Already-Open Temporary Windows
There is no longer a need to resize windows that are _already_ open,
since temporary windows can no longer take over the space used by other
already-open temporary windows. This primarily affects Preferences and
Render windows.

see D11721 for more details.

Differential Revision: https://developer.blender.org/D11721

Reviewed by Julian Eisel
2021-06-28 11:43:45 -07:00
c0fb8375f6 Fix T89515: Clicking on Favorites in File Browser will rename them
Likely uncovered by 6c97c7f767, the actual mistake would be from
6942dd9f49.

The hacks to display text buttons for renaming in UI-Lists used the emboss of
the text button for handling logic. It relied on the emboss `NONE` but we also
introduced `NONE_OR_STATUS` with 6942dd9f49. Both values need to be treated
equally for the logic of this hack to work.

The change in `interface_layout.c` is actually not needed for this exact issue,
but it's the correct thing to do. There may actually be more cases where `NONE`
and `NONE_OR_STATUS` need to be treated equally. Something to be checked still.
2021-06-28 19:47:13 +02:00
578ccdf75b Fix T89516: Crash on append
Caused by 37458798fa, was doing a NULL-pointer dereference because it used
the wrong pointer to check if the data-block is linked.
2021-06-28 19:30:56 +02:00
a5ed075110 Fix T87194: custom attributes not accessible with Cycles Volume
Custom properties defined on objects are not accessible from the
attribute node when rendering a volume in Cycles. This is because
this case is not handled.

To handle it, added a primitive type for volumes in the kernel,
which is then used in the initialization of ShaderData and to
check whether an attribute lookup is for a volume.

`volume_attribute_float4` is also now checking the attribute
element type to dispatch to the right lookup function.

Reviewed By: #cycles, brecht

Maniphest Tasks: T87194

Differential Revision: https://developer.blender.org/D11728
2021-06-28 19:09:15 +02:00
afb17552e1 Fix T89449: File Browser preview image not responsive to click
Logic in the main `switch` for button handling was wrong and would execute for
other button types than the new data-set row button type.
2021-06-28 18:38:53 +02:00
37458798fa LibOverride: Fix crash in ShapeKeys when making a mesh override local.
Weird 'embedded for overrides' flag of embedded IDs (including ShapeKeys
in override context) was not properly cleaned up when making an override
fully local.

Reported by studio, thanks.

@jbakker should be backported to 2.93LTS if possible.
2021-06-28 17:03:10 +02:00
e8d75b957f Fix UI glitch in outliner when hiding excluded collections.
In ViewLayer view, overrides of excluded collections would then show one
level higher, due to bad handling of those excluded collection in draw
code.

Reported by studio, thanks.

@jbakker should be backported to 2.93LTS.
2021-06-28 17:02:50 +02:00
6c97c7f767 Fix T89350: Emboss color missing from icon buttons without emboss
Passing `emboss=False`set `UI_EMBOSS_NONE` in the layout, which
completely disables button background colors for things like animation
state. This commit changes that to `UI_EMBOSS_NONE_OR_STATUS`,
which effectively restores the behavior to what it was prior to the
addition of that flag, with the added option to completely disable
the status emboss with `UI_EMBOSS_NONE`.
2021-06-28 10:00:15 -05:00
6ce4d39e6b Geometry Nodes: initial attribute list for meshes
This adds a new Attributes panel in the mesh properties editor.
It shows a list of all the generic attributes on the mesh.
In the future, we want to show built-in and other attributes in the
list as well. Related technical design tasks: T88460, T89054.

There is also a new simple name collision check that warns the user
when there are multiple attributes with the same name. This can be
problematic when the attribute is supposed to be used in geometry
nodes or during rendering.

Differential Revision: https://developer.blender.org/D11276
2021-06-28 16:53:25 +02:00
0afe4e81cb Fix name of UI emboss RNA enum item
This was a stupid mistake in my original commit that added this item.
While this is an API breakage, the name is simply wrong, and it is only
6 months old, and slightly niche.

Differential Revision: https://developer.blender.org/D11701
2021-06-28 09:51:39 -05:00
222c39fe70 Transform: Move "Proportional Size" and "AutoIK-Len" values to the beginning of the header
This prevents the text from shaking while transforming.
2021-06-28 11:48:32 -03:00
8de878e202 Draw: make 'ibo.lines_loose' extracting safer
No functional changes.
2021-06-28 11:48:32 -03:00
413bd71aaf Cleanup: remove unused macro parameters 2021-06-28 11:48:32 -03:00
cf21ba37ef LineArt: Occlusion effectiveness support
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material.

Reviewed By: Sebastian Parborg (zeddb)

Ref D11308
2021-06-28 22:26:23 +08:00
Mikhail Matrosov
9c6a382f95 Cycles: reduce shadow terminator artifacts
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).

The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
  doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
  fades out
* 1: all triangles are affected

Limitations:
* The artifact is still visible in some cases, it could be that some quads
  require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
  appear to be in a wrong place - because the surface moved slightly above
  the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
  that causes off-the-wall shadows.

Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.

Differential Revision: https://developer.blender.org/D11065
2021-06-28 14:05:22 +02:00
ce25b5812b Fix Cycles not rendering motion vector passes after recent changes
Causing regression tests to fail.
2021-06-28 13:57:12 +02:00
7d281a4f7d Functions: improve CPPType
* Reduce code duplication.
* Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`).
* Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
2021-06-28 13:16:32 +02:00
f7e2559fd6 BLI: improve enum operators
* Use unsigned integer types for bit operations.
* Use 64 bit integer instead of 32 bit.
* Support scoped enumes (aka `enum class`) by adding some more casts.
2021-06-28 13:16:32 +02:00
2dbb492268 Fix T89455: Cycles crash when rendering a Mesh with autosmooth
The crash was caused by a mistake in 5f9677fe0c
where the pointers to the custom data layers would be overwritten with the one
for the first layer, as CustomData_duplicate_referenced_layer is only about the
first layer. customData_duplicate_referenced_layer_index should be used instead
to duplicate the right layer.
2021-06-28 13:12:07 +02:00
1b942ef90c GPU: Refactored +cleanup compilation log parsing.
Old implementation has a single parser of many different
formats. With the introduction of Vulkan this would lead
to another parser in the same function. This patch
separates the log parsing using a visitor pattern so the
log parsing can be configured per GPU backend or even
per driver.

With Vulkan we manage the compiler our self so the parsing
will become more straight forward. The OpenGL part depends
on many factors (OS, Driver) and perhaps even GPU.
2021-06-28 12:23:10 +02:00
dbd4ff4163 GPU: Separate compiler log from shader.
Current compiler log parser is to complex to follow. Moving it to its
own compile unit before refactoring.
2021-06-28 12:23:10 +02:00
c4d56199cc Cleanup: use doxy sections for editcurve_select.c
Signed-off-by: Campbell Barton <ideasman42@gmail.com>
2021-06-28 20:19:47 +10:00
Piotr Makal
98cd0fed36 Fix edit-mesh random select regression in random seed use
Fix regression in 9c20228128
that wasn't using the random seed correctly.
2021-06-28 19:57:46 +10:00
Piotr Makal
1c8c91384c Apply random selection precisely for curves, lattices & objects
This patch is part of: T87228.
Support accurate random selection for:

- CURVE_OT_select_random
- LATTICE_OT_select_random
- OBJECT_OT_select_random

Ref D11685
2021-06-28 19:51:49 +10:00
Piotr Makal
ab31c24322 BLI_rand: support for randomizing bitmaps
Add utility functions:

- BLI_bitmap_randomize
- BLI_rng_shuffle_bitmap

Part of D11685
2021-06-28 19:35:43 +10:00
addb2034a7 Cleanup: Fix const warnings in buttons_context.c 2021-06-28 17:34:15 +08:00
c297769d22 UI: Hide collection tab when scene master collection is active
CollectionLineart does not care about the configurations
in master collection.
Other options are not applicaple for master collection as well.
Hence hiding it.

Reviewed by Dalai Felinto (dfelinto)

Differential Revision: https://developer.blender.org/D11702
2021-06-28 15:51:34 +08:00
bb2648ebf0 Outliner: View Layers filter for View Layer Mode
This option allow users to see the view layer in context to the
others. It is particularly useful to see which view layers have which
collections enabled, and their render settings (holdout, ...).

This option is off by default.

Differential Revision: https://developer.blender.org/D11708
2021-06-28 09:34:44 +02:00
2ff490f9e3 Fix: Crash Requesting GPU_SHADER_GPENCIL_FILL builtin shader.
Shader doesn't have any shader code. Requesting the shader
would crash blender. Solved by removing the enum_value.
2021-06-28 08:55:13 +02:00
b2cd225623 GPU: Testcases for builtin shaders.
Adding compiler test (does it compile?) test for all builtin shaders.
2021-06-28 08:55:13 +02:00
f53bd31690 Cleanup GPU/Draw test cases.
In preparation of supporting vulkan. Draw/GPU tests should use
GPU_TEST or DRAW_TEST macros. These macros will run the test
on available drawing context backends like OpenGL or Vulkan.

As in master there is only an OpenGL backend nothing changed.
2021-06-28 08:55:13 +02:00
e94ec79341 Cleanup: use view3d_navigate prefix for walk/fly operators
Use matching file-name prefix as these operators are closely related.
2021-06-28 16:13:01 +10:00
7beb57f3bd Cleanup: update comments 2021-06-28 16:11:18 +10:00
6f42e69b58 Cleanup: de-duplicate 3D-view depth calculation function 2021-06-28 15:46:16 +10:00
7efc87dcd2 Cleanup: typos in RNA enums 2021-06-28 15:46:16 +10:00
1d8648b13a Cleanup: repeated terms in code comments & error messages 2021-06-28 15:46:08 +10:00
23c4854f45 UI: Cleanup: Phrasing of tooltips in line art modifier
Start the tooltip with a verb instead of a gerund, other small changes
for consistency and readability.
2021-06-27 23:48:46 -05:00
7223a0348f Fix T89330 Exact Boolean fails on a simple model.
The problem was an optimization I put in to triangulate quads.
It was wrong if the quad, after projecting onto a 2d plane, was
not convex. Handling quads the same as other faces fixes the bug.
Unfortunately, this will slow down Exact Boolean when the input has
many quads (the usual case, of course).
Will attempt to fix that with a later change, but for now, this
at least restores correctness.
2021-06-26 17:49:52 -04:00
abc6200331 Cleanup: spelling 2021-06-26 21:50:48 +10:00
46a222afd7 Cleanup: remove redundant/outdated comments 2021-06-26 21:50:48 +10:00
624bce6b4d Cleanup: redundant use of static constant 2021-06-26 21:50:48 +10:00
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
fae5a907d4 GPencil: Duplicate Masks when separate Layer/Strokes
Now, the mask layers are copied and later a cleanup is done in order to verify all mask layer exist in destination object. If the layer mask does not exist, it's removed from the list.

This is related to T89234.
2021-06-26 11:38:37 +02:00
b5542c1ea4 Edit Mesh: optimize common use-cases for partial updates
Skip updating normals & tessellation for contiguous geometry regions
for operations such as translate & uniform scale.

This means when all geometry is selected, no updates are needed
as the relative locations of vertices aren't being modified.

Performance:

As this is skipping a multi-threaded operation,
larger improvements are noticeable on systems with fewer cores.

- ~1.15x to ~1.3x overall gain for 32 cores.
- ~1.7x to ~2.2x overall gain for 1 core (limited using `-t 1` argument).

Details:

- Rotate & non-uniform scale only skip tessellation.

- Proportional editing and axis-mirror have special handling
  ensure geometry is properly grouped before considering
  a face part of a single group that can be skipped.

- Loose vertices always need their normals to be recalculated
  since they're calculated based on the location.

- Non-affine transform operations such as shrink-fatten & bend,
  don't take advantage of this optimization.

- Snap projection also disables the optimization.
2021-06-26 17:07:05 +10:00
c1fe582446 Cleanup: move snap with projection check into a function 2021-06-26 16:57:03 +10:00
a287c8d3c1 BMesh: skip partial updates when there is nothing to do 2021-06-26 16:55:14 +10:00
3826fcf035 Cleanup: RNA warning 2021-06-26 16:53:48 +10:00
5759bbe9f9 Fixes a bug where the instances count in the spreadsheet
editor dataset region always showed 0. This was caused by a conditional
statement that needed a domain to be set, which is not the case for
Instances component type.

Reviewer: Hans Goudey (Hoogly Boogly)

Differential Revision: https://developer.blender.org/D11710
2021-06-25 22:57:47 +02:00
eae7090464 Fixes a warning where dst array size was wrong in the
signiture of BLI_str_format_attribute_domain_size.

Reviewer: Hans Goudey (Hoogly Boogly)

Differential Revision: https://developer.blender.org/D11710
2021-06-25 22:56:50 +02:00
cb548329ea UI: Improved File Browser Preview Image Scaling
This patch enables sample filtering when scaling preview images in File
Browser, improving the result a bit. Reduces blockiness and other
artifacts when enlarging the images.

see D11706 for details and examples.

Differential Revision: https://developer.blender.org/D11706

Reviewed by Julian Eisel
2021-06-25 10:37:43 -07:00
9586472b9a Cleanup: Clang format 2021-06-25 12:11:13 -05:00
23042a3fb1 Cycles: add view layer option to disable motion blur, in the Filter panel 2021-06-25 18:47:54 +02:00
f863ef8a34 Cleanup: make format
string.c still needs cleanup, but I will leave to the original
author of the latest chagnes to do it since it needs
some tags to skip formatting.
2021-06-25 18:42:30 +02:00
74450265d0 Fix T87185: value assigned to modal Scale does not work properly
`t->values` does not necessarily represent a final value of the
transformation, as each mode treats this value differently.

So, unfortunately, we cannot have a generic offset solution for modal
transform operations. Offset needs to be handled by each mode.

Note: Currently only, `Move`, `Rotate` and `Resize` support this.
2021-06-25 12:52:27 -03:00
20e68d848e Fix T89430: Realizing NURBS curve instances is broken
The "copy_data" function for nurbs splines was incorrect,
it always set the destination's knots vector as "not dirty,"
even if the source's was.
2021-06-25 08:56:40 -05:00
Mihnea Stoian
5ec6c8d267 Linux: prefer using dedicated GPU when launching Blender
Adds "PrefersNonDefaultGPU" and "X-KDE-RunOnDiscreteGpu" to the .desktop file.
Similar hints for macOS and Windows exist already, to prefer using a dedicated
GPU over a slower integrated GPU.

See: https://gitlab.freedesktop.org/xdg/xdg-specs/-/merge_requests/13

Differential Revision: https://developer.blender.org/D11643
2021-06-25 15:28:19 +02:00
5f9677fe0c Fix T88756: crash when baking with autosmooth
When baking some data, we create a new Mesh with edits and modifiers applied.
However, in some cases (e.g. when there is no modifier), the returned Mesh is
actually referencing the original one and its data layers. When autosmooth is
enabled we also split the Mesh. However, since the new Mesh is referencing the
original one, although `BKE_mesh_split_faces` is creating new vertices and edges,
the reallocation of the custom data layers is preempted because of the
reference, so adding the new vertices and edges overwrites valid data

To fix this we duplicate referenced layers before splitting the faces.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11703
2021-06-25 14:16:07 +02:00
3558bb8eae LineArt: Filtering feature lines with face mask
User can specify filtering options inside line art modifier,
like inverting selection and including face mark region border.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11307
2021-06-25 18:48:20 +08:00
ae085e301c Spreadsheet: Dataset region for spreadsheet editor
This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.

Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).

Differential Revision: https://developer.blender.org/D11046
2021-06-25 07:57:24 +02:00
841df831e8 LineArt: More type & related chaining improvements
This patch includes: Floating edge type support,
Special chaining option for floating edge,
Chaining option for reducing jagged edges when floating
edges are involved.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11306
2021-06-25 13:15:25 +08:00
3d7021b4ec GHOST/XR: support Wayland via XrGraphicsBindingOpenGLWaylandKHR 2021-06-24 18:40:05 +01:00
b129a0b397 GHOST: remove unused EGL context includes in Win32 and Cocoa 2021-06-24 18:40:05 +01:00
5f27a5fff7 GHOST/EGL: store pointer to GHOST_System for downcast tests 2021-06-24 18:40:05 +01:00
b801db1181 GHOST/Wayland: auto-select highest supported OpenGL version 2021-06-24 18:40:05 +01:00
b5840f9b5b Cleanup: compiler warnings with clang
* Mark either all or no class methods with override
* Don't use zero sized array since it has a different size in C and C++.
  Using a little more memory here is not significant.
* Don't use deprecated mechanism to mark private GSet members in clang
  just like we don't for MSVC, it warns even for simple zero initialization.
2021-06-24 19:35:23 +02:00
Leon Zandman
beb6399ae5 Fix T89129: file dialog displays in-progress Safari downloads as a folder
In-progress Safari download files/packages are now recognized as bundles
and therefore not treated as directories.

Differential Revision: https://developer.blender.org/D11613
2021-06-24 19:05:49 +02:00
Thomas Lachmann
15868b1ff4 Fix wrong default value for RenderEngine.bl_use_image_save
Differential Revision: https://developer.blender.org/D11680
2021-06-24 19:03:07 +02:00
7b524d9b71 Cleanup: move and simplify some draw_cache macros 2021-06-24 10:54:08 -03:00
a13314a03f Fix T89390: crash when join geometry node has only muted inputs 2021-06-24 15:45:43 +02:00
cbdddc5648 Workaround for assert from 27da305a40
This worked for existing scenes but adding new objects was asserting
needs further investigation.
2021-06-24 21:01:48 +10:00
51568030e9 Depsgraph: remove redundant mesh data duplication in edit-mode
This resolves a bottleneck where every update while transforming
copied the entire mesh data-block, which isn't needed as the edit-mesh
is the source of the data being edited.

Testing shows a significant overall speedup when transforming:

- ~1.5x with a subdivided cube 1.5 million vertices.
- ~3.0x with the spring mesh (edit-mode with modifiers disabled,
  duplicated 10x to drop performance).

Reviewed By: sergey

Ref D11337
2021-06-24 20:23:00 +10:00
27da305a40 Depsgraph: support flushing parameters without a full COW update
Avoid computationally expensive copying operations
when only some settings have been modified.

This is done by adding support for updating parameters
without tagging for copy-on-write.

Currently only mesh data blocks are supported,
other data-blocks can be added individually.

This prepares for changing values such as edit-mesh auto-smooth angle
in edit-mode without duplicating all mesh-data.
The benefit will only be seen when the user interface no longer tags
all ID's for copy on write updates.

ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations
where non edit-mode geometry is modified in edit-mode.
While this isn't something user are likely to do,
Python scripts may change the underlying mesh.

Reviewed By: sergey

Ref D11377
2021-06-24 20:23:00 +10:00
67b352f9c5 Fix T87486: Can't open file with modifiers to a grease pencil library override
Very stupid typo in override apply code on GP modifiers (typical
copy/paste mistake from original modifiers code).

@jbakker this should be back-ported to 2.93LTS.
2021-06-24 12:10:38 +02:00
8cdb99d51c Fix linking code after own recent commit.
More stupid mistake in recent enhanced reports for file load code,
rB82c17082ba0e left some read-after-free situations.
2021-06-24 12:10:06 +02:00
3a8347f823 CMake: link bf_blenkernel from bf_depsgraph
Without this tests fail to lknk in D11377. Commit separately as the
depsgraph is using BKE it should link to it.
2021-06-24 19:38:26 +10:00
6570159929 Cleanup: update clang-format so PyObject_HEAD indents properly 2021-06-24 17:12:04 +10:00
1f778dbefc Cleanup: use Blender's code style for doxygen commetns in freestyle 2021-06-24 15:59:34 +10:00
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
2e99a74df9 Cleanup: use '#if 0' for commented code-block 2021-06-24 15:53:26 +10:00
879b89e967 Cleanup: correct variable name in comments 2021-06-24 15:53:26 +10:00
0469f2392f Cleanup: remove outdated/redundant comments 2021-06-24 15:53:26 +10:00
55bffa82da Cleanup: clang-format, spelling 2021-06-24 15:53:26 +10:00
de6c6501f0 LineArt: Bound box visibility check when loading
This patch enables bound box check when loading geometry
into line art. Works with overscan as well. Will discard
object if its bbox completely lies in one side of the
clipping space frustum.

Reviewed by: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11545
2021-06-24 13:17:29 +08:00
de05e261ec Line Art: Discard out of frame edges.
For scenes that have a lot of edges, this could potentially
save some time generating individual strokes that are outside
camera frustum.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11525
2021-06-24 13:09:25 +08:00
f7fbb518c8 Fix failure when baking actions with Bendy Bones
682a74e090 renamed Bendy Bones properties and replaced existing float
properties with float-vector properties. This updates the property names used
by the action baking operator (`NLA_OT_bake`).
2021-06-24 00:10:11 +02:00
d6212f67a9 Remove window iteration in WM_DISPLAYCHANGE.
Iteration was incorrectly calling the same object. Had it called every
window it would still be unnecessary as WM_DISPLAYCHANGE is sent to all
broadcast receiving windows.
2021-06-23 10:12:21 -07:00
ef7fcaf8e6 Voxel Remesher: Make smooth shading output automatic
Previously the smooth shading of the voxel remesher was controlled by a
mesh property. With this change, the output will try to match the
current shading of the object. This only takes into consideration the
shading mode of the first polygon of the model, but it is probably what
most users expect as it works as intended with the shade smooth/flat
object mode options.

Reviewed By: JulienKaspar, JacquesLucke

Differential Revision: https://developer.blender.org/D11626
2021-06-23 18:42:40 +02:00
6e4b9f5836 Fix T89221: Sculpt tools symmetry failing with non symmetrical meshes
SCULPT_nearest_vertex_get expects a distance, not a distance squared.
This should make symmetry work as expected, but it still can fail if the
mesh topology is not completely symmetrical.

Reviewed By: JacquesLucke

Maniphest Tasks: T89221

Differential Revision: https://developer.blender.org/D11642
2021-06-23 18:17:46 +02:00
c9f12b21e2 Compositor: Full frame ID Mask node
Adds full frame implementation to this node operations.
No functional changes.
1.2x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11638
2021-06-23 17:46:54 +02:00
35db01325f Compositor: Full frame Image node
Adds full frame implementation to Image node operations.
Mostly refactored into buffer utility methods for reuse in other
operations.
No functional changes.
1.8x faster than tiled fallback.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11559
2021-06-23 17:46:53 +02:00
8f4d991594 Cleanup: remove unused parameter 2021-06-23 17:46:53 +02:00
a50a51eef0 Fix T88769: GPencil smooth incorrect behavior in cyclic strokes
When use smooth tool in a cyclic stroke, the smoothing algorithm was not using the adjacent points if these are the end or start of stroke.

Now, the smooth uses the other extreme of the stroke to compute smoothness.
2021-06-23 17:28:01 +02:00
276790cbfa LibOverride: Also override owner collection in Outliner hierarchy override.
This change will ensure at least one 'local' collection can host the new
'local' override of all objects (indirectly) overridden by this
operation, such that no new override of object ends up in master
collection (which can become extremely messy in production files).

In practice, it means often at least one of the linked collection owning
those objects also has to be overridden.

NOTE: This only affect cases where root overridden linked object has
some dependencies outside of its own root linked collection. While this
situation should be avoided, it cannot always be, so we try to support
it as best as we can.
2021-06-23 17:07:35 +02:00
7dd7849ddd Memfile Undo: aslo tag embedded IDs for update.
This is again in the fuzzy area of how embedded IDs are handled
respectively by partial undo code and depsgraph... Should not be
necessary currently, but better be safe and explicit, and also tag
those embeded IDs from re-used owner ID.
2021-06-23 17:00:17 +02:00
7561e3dad0 CMake/win: Fix linker issue with OCIO
In certain CMake configurations it was possible
that OCIO gave linker errors due to it thinking
it was using the shared library rather than the
static library we ship.
2021-06-23 08:45:37 -06:00
354ecc2f1e Fix T89269: Memory corruption during extrusions of overlapping edges
The "extrude" operator with the "use_dissolve_ortho_edges" option assumed
the edges were connected.
2021-06-23 11:37:35 -03:00
157081069d Fix (studio reported) crash on Undo in some cases.
Would crash when adding or removing a collection directly to the master
collection of a scene.

Consequence of change to handle depsgraph-controlled evaluation of some
IDs (like excluded collections which do not get evaluated and do not get
a COW anymore). See rBcf4258673755 and D10907.

Note that this mostly demonstrates once again how weak and flacky our
handling of embedded IDs still remains, with some part of the code
handling them as independent IDs, some as fully local/private data, some
as a mix of both... and lots and lots of custom handling code and corner
cases that are a bottomless pit of issues.

Also quiet incredible that this was not reported already, luckily this
original change did not make it to 2.93 release.
2021-06-23 16:16:29 +02:00
befb9d99f8 Fix T89331: Cycles lights flicker when transformed
The check on the transformation introduced in rBb313525c1bd0 to fix
T88515 would sometimes prevent to update the light if the Blender object
changed. To fix this, reverse the order in which the checks happen so
that we do not shortcuit the object change check.
2021-06-23 16:07:06 +02:00
b964f73e7d Readfile: use CLOG instead of printf's.
Note that this commit uses a second LogRef (`blo.readfile.undo`) for undo
specific meassages. Allows to use `--log "*undo*"` cli option to match
all undo reporting.

Also did some minor tweaks to some reports on the way.
2021-06-23 14:23:54 +02:00
eed9ac5b6e Fix Scene/MasterCollection handling in BKE_main_collection_sync_remap().
Those were missing proper (explicit) object cache clear, and DEG
tagging.

Note that this was most likely not an common issue in practice (Collection
object cache clearing recursively goes into all parents, so master
collection would only miss it in case they had no child collections at
all, and tagging of those happens almost always at other steps on
remapping). But better to be explicit and consistent here in any case.
2021-06-23 12:15:09 +02:00
e291432f5f Fix T89342: Select mirror with a zero length central edge asserts 2021-06-23 20:07:19 +10:00
635b4db162 Fix T89367: Crash running edit-mesh select_linked_pick from Python 2021-06-23 19:45:48 +10:00
Pratik Borhade
a6f275cad3 Fix T88808: Set Origin missing from Text object in 2.93
Fix T88808.
Caused by {rB5f2c5e5bb8c15bf0d6679351e3482f9c38c00935}

object type for `TEXT object` was missing in following check
that's why `Set Origin` option was lost from object context menu.

Reviewed By: lichtwerk

Maniphest Tasks: T88808

Differential Revision: https://developer.blender.org/D11495
2021-06-23 11:12:13 +02:00
82c17082ba Revert "Revert "Enhanced stats/reports for blendfile reading.""
This reverts commit rB3a48147b8ab92, and fixes the issues with linking
etc.

Change compared to previous buggy commit (rBf8d219dfd4c31) is that
new `BlendFileReadReports` reports are now passed to the lowest level
function generating the `FileData` (`filedata_new()`), which ensures
(and asserts) that all code using it does have a valid non-NULL pointer
to a `BlendFileReadReport` data.

Sorry for the noise, it's always when you think a change is trivial and
do not test it well enough that you end up doing those kind of
mistakes...
2021-06-23 10:37:00 +02:00
071799d4fc Fix T89265: Crash when tabbing through num inputs
Fix by reverting the part of ec30cf0b74
that assigned `but->editval` in `ui_numedit_begin_set_values`.

Causing access freed memory when using tab to switch
to a numeric input and then leaving the textbox by clicking outside.
This was because `ui_numedit_begin_set_values` shouldn't need to set
`but->editval` and overwrite the pointer.
This would set a pointer that had previously been freed,
causing a `NULL` check to fail later on.

Ref D11679
2021-06-23 14:56:36 +10:00
61b22d27c8 Fix T89249: incorrect mesh validate error with zeroed vertex normals
It's not an error for centered vertices to have a zero normal.
2021-06-23 13:57:23 +10:00
5cc8e7ab53 Cleanup: reformat trailing comments that caused line wrapping 2021-06-23 13:54:12 +10:00
2c916c97ac Cleanup: clang-tidy quiet equals-default, nullptr warnings 2021-06-23 12:04:19 +10:00
0f427f4eb1 Cleanup: suppress clang-tidy warnings 2021-06-23 11:48:08 +10:00
58e58310b7 Cleanup: compiler warning for invalid argument type 2021-06-23 11:44:02 +10:00
2301 changed files with 50010 additions and 26650 deletions

View File

@@ -265,4 +265,5 @@ ForEachMacros:
- VECTOR_SET_SLOT_PROBING_BEGIN
StatementMacros:
- PyObject_HEAD
- PyObject_VAR_HEAD

View File

@@ -217,7 +217,7 @@ if(UNIX AND NOT (APPLE OR HAIKU))
option(WITH_GHOST_X11 "Enable building Blender against X11 for windowing" ON)
mark_as_advanced(WITH_GHOST_X11)
option(WITH_GHOST_WAYLAND "Enable building Blender against Wayland for windowing (under development)" OFF)
option(WITH_GHOST_WAYLAND "Enable building Blender against Wayland for windowing" ON)
mark_as_advanced(WITH_GHOST_WAYLAND)
endif()
@@ -349,7 +349,7 @@ mark_as_advanced(WITH_SYSTEM_GLOG)
option(WITH_FREESTYLE "Enable Freestyle (advanced edges rendering)" ON)
# Misc
if(WIN32)
if(WIN32 OR APPLE)
option(WITH_INPUT_IME "Enable Input Method Editor (IME) for complex Asian character input" ON)
endif()
option(WITH_INPUT_NDOF "Enable NDOF input devices (SpaceNavigator and friends)" ON)
@@ -1705,22 +1705,18 @@ if(WITH_PYTHON)
endif()
endif()
if(MSVC)
string(APPEND CMAKE_CXX_FLAGS " /std:c++17")
# Make MSVC properly report the value of the __cplusplus preprocessor macro
# Available MSVC 15.7 (1914) and up, without this it reports 199711L regardless
# of the C++ standard chosen above
if(MSVC_VERSION GREATER 1913)
string(APPEND CMAKE_CXX_FLAGS " /Zc:__cplusplus")
endif()
elseif(
CMAKE_COMPILER_IS_GNUCC OR
CMAKE_C_COMPILER_ID MATCHES "Clang" OR
CMAKE_C_COMPILER_ID MATCHES "Intel"
)
string(APPEND CMAKE_CXX_FLAGS " -std=c++17")
else()
message(FATAL_ERROR "Unknown compiler ${CMAKE_C_COMPILER_ID}, can't enable C++17 build")
# Select C++17 as the standard for C++ projects.
set(CMAKE_CXX_STANDARD 17)
# If C++17 is not available, downgrading to an earlier standard is NOT OK.
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Do not enable compiler specific language extentions.
set(CMAKE_CXX_EXTENSIONS OFF)
# Make MSVC properly report the value of the __cplusplus preprocessor macro
# Available MSVC 15.7 (1914) and up, without this it reports 199711L regardless
# of the C++ standard chosen above.
if(MSVC AND MSVC_VERSION GREATER 1913)
string(APPEND CMAKE_CXX_FLAGS " /Zc:__cplusplus")
endif()
# Visual Studio has all standards it supports available by default
@@ -1915,6 +1911,7 @@ if(FIRST_RUN)
info_cfg_option(WITH_IK_ITASC)
info_cfg_option(WITH_IK_SOLVER)
info_cfg_option(WITH_INPUT_NDOF)
info_cfg_option(WITH_INPUT_IME)
info_cfg_option(WITH_INTERNATIONAL)
info_cfg_option(WITH_OPENCOLLADA)
info_cfg_option(WITH_OPENCOLORIO)

View File

@@ -56,6 +56,7 @@ else()
endif()
include(cmake/zlib.cmake)
include(cmake/zstd.cmake)
include(cmake/openal.cmake)
include(cmake/png.cmake)
include(cmake/jpeg.cmake)
@@ -164,6 +165,7 @@ endif()
if(UNIX AND NOT APPLE)
include(cmake/libglu.cmake)
include(cmake/mesa.cmake)
include(cmake/wayland_protocols.cmake)
endif()
include(cmake/harvest.cmake)

View File

@@ -87,7 +87,9 @@ download_source(LIBGLU)
download_source(MESA)
download_source(NASM)
download_source(XR_OPENXR_SDK)
download_source(WL_PROTOCOLS)
download_source(ISPC)
download_source(GMP)
download_source(POTRACE)
download_source(HARU)
download_source(ZSTD)

View File

@@ -126,6 +126,8 @@ if(UNIX AND NOT APPLE)
harvest(xml2/include xml2/include "*.h")
harvest(xml2/lib xml2/lib "*.a")
harvest(wayland-protocols/share/wayland-protocols wayland-protocols/share/wayland-protocols/ "*.xml")
else()
harvest(blosc/lib openvdb/lib "*.a")
harvest(xml2/lib opencollada/lib "*.a")
@@ -190,6 +192,8 @@ harvest(potrace/include potrace/include "*.h")
harvest(potrace/lib potrace/lib "*.a")
harvest(haru/include haru/include "*.h")
harvest(haru/lib haru/lib "*.a")
harvest(zstd/include zstd/include "*.h")
harvest(zstd/lib zstd/lib "*.a")
if(UNIX AND NOT APPLE)
harvest(libglu/lib mesa/lib "*.so*")

View File

@@ -216,9 +216,9 @@ set(OPENVDB_HASH 01b490be16cc0e15c690f9a153c21461)
set(OPENVDB_HASH_TYPE MD5)
set(OPENVDB_FILE openvdb-${OPENVDB_VERSION}.tar.gz)
set(NANOVDB_GIT_UID e62f7a0bf1e27397223c61ddeaaf57edf111b77f)
set(NANOVDB_GIT_UID dc37d8a631922e7bef46712947dc19b755f3e841)
set(NANOVDB_URI https://github.com/AcademySoftwareFoundation/openvdb/archive/${NANOVDB_GIT_UID}.tar.gz)
set(NANOVDB_HASH 90919510bc6ccd630fedc56f748cb199)
set(NANOVDB_HASH e7b9e863ec2f3b04ead171dec2322807)
set(NANOVDB_HASH_TYPE MD5)
set(NANOVDB_FILE nano-vdb-${NANOVDB_GIT_UID}.tar.gz)
@@ -456,12 +456,18 @@ set(NASM_HASH aded8b796c996a486a56e0515c83e414116decc3b184d88043480b32eb0a8589)
set(NASM_HASH_TYPE SHA256)
set(NASM_FILE nasm-${NASM_VERSION}.tar.gz)
set(XR_OPENXR_SDK_VERSION 1.0.14)
set(XR_OPENXR_SDK_VERSION 1.0.17)
set(XR_OPENXR_SDK_URI https://github.com/KhronosGroup/OpenXR-SDK/archive/release-${XR_OPENXR_SDK_VERSION}.tar.gz)
set(XR_OPENXR_SDK_HASH 0df6b2fd6045423451a77ff6bc3e1a75)
set(XR_OPENXR_SDK_HASH bf0fd8828837edff01047474e90013e1)
set(XR_OPENXR_SDK_HASH_TYPE MD5)
set(XR_OPENXR_SDK_FILE OpenXR-SDK-${XR_OPENXR_SDK_VERSION}.tar.gz)
set(WL_PROTOCOLS_VERSION 1.21)
set(WL_PROTOCOLS_FILE wayland-protocols-${WL_PROTOCOLS_VERSION}.tar.gz)
set(WL_PROTOCOLS_URI https://gitlab.freedesktop.org/wayland/wayland-protocols/-/archive/${WL_PROTOCOLS_VERSION}/${WL_PROTOCOLS_FILE})
set(WL_PROTOCOLS_HASH af5ca07e13517cdbab33504492cef54a)
set(WL_PROTOCOLS_HASH_TYPE MD5)
if(BLENDER_PLATFORM_ARM)
# Unreleased version with macOS arm support.
set(ISPC_URI https://github.com/ispc/ispc/archive/f5949c055eb9eeb93696978a3da4bfb3a6a30b35.zip)
@@ -494,5 +500,11 @@ set(HARU_HASH 4f916aa49c3069b3a10850013c507460)
set(HARU_HASH_TYPE MD5)
set(HARU_FILE libharu-${HARU_VERSION}.tar.gz)
set(ZSTD_VERSION 1.5.0)
set(ZSTD_URI https://github.com/facebook/zstd/releases/download/v${ZSTD_VERSION}/zstd-${ZSTD_VERSION}.tar.gz)
set(ZSTD_HASH 5194fbfa781fcf45b98c5e849651aa7b3b0a008c6b72d4a0db760f3002291e94)
set(ZSTD_HASH_TYPE SHA256)
set(ZSTD_FILE zstd-${ZSTD_VERSION}.tar.gz)
set(SSE2NEON_GIT https://github.com/DLTcollab/sse2neon.git)
set(SSE2NEON_GIT_HASH fe5ff00bb8d19b327714a3c290f3e2ce81ba3525)

View File

@@ -0,0 +1,27 @@
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENSE BLOCK *****
ExternalProject_Add(external_wayland_protocols
URL file://${PACKAGE_DIR}/${WL_PROTOCOLS_FILE}
DOWNLOAD_DIR ${DOWNLOAD_DIR}
URL_HASH ${WL_PROTOCOLS_HASH_TYPE}=${WL_PROTOCOLS_HASH}
PREFIX ${BUILD_DIR}/wayland-protocols
CONFIGURE_COMMAND meson --prefix ${LIBDIR}/wayland-protocols . ../external_wayland_protocols -Dtests=false
BUILD_COMMAND ninja
INSTALL_COMMAND ninja install
)

View File

@@ -0,0 +1,51 @@
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENSE BLOCK *****
set(ZSTD_EXTRA_ARGS
-DZSTD_BUILD_PROGRAMS=OFF
-DZSTD_BUILD_SHARED=OFF
-DZSTD_BUILD_STATIC=ON
-DZSTD_BUILD_TESTS=OFF
-DZSTD_LEGACY_SUPPORT=OFF
-DZSTD_LZ4_SUPPORT=OFF
-DZSTD_LZMA_SUPPORT=OFF
-DZSTD_MULTITHREAD_SUPPORT=ON
-DZSTD_PROGRAMS_LINK_SHARED=OFF
-DZSTD_USE_STATIC_RUNTIME=OFF
-DZSTD_ZLIB_SUPPORT=OFF
)
ExternalProject_Add(external_zstd
URL file://${PACKAGE_DIR}/${ZSTD_FILE}
DOWNLOAD_DIR ${DOWNLOAD_DIR}
URL_HASH ${ZSTD_HASH_TYPE}=${ZSTD_HASH}
PREFIX ${BUILD_DIR}/zstd
SOURCE_SUBDIR build/cmake
CMAKE_ARGS -DCMAKE_INSTALL_PREFIX=${LIBDIR}/zstd ${DEFAULT_CMAKE_FLAGS} ${ZSTD_EXTRA_ARGS}
INSTALL_DIR ${LIBDIR}/zstd
)
if(WIN32)
if(BUILD_MODE STREQUAL Release)
ExternalProject_Add_Step(external_zstd after_install
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/zstd/lib/zstd_static${LIBEXT} ${HARVEST_TARGET}/zstd/lib/zstd_static${LIBEXT}
COMMAND ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/zstd/include/ ${HARVEST_TARGET}/zstd/include/
DEPENDEES install
)
endif()
endif()

View File

@@ -572,7 +572,7 @@ FFMPEG_FORCE_REBUILD=false
FFMPEG_SKIP=false
_ffmpeg_list_sep=";"
XR_OPENXR_VERSION="1.0.14"
XR_OPENXR_VERSION="1.0.17"
XR_OPENXR_VERSION_SHORT="1.0"
XR_OPENXR_VERSION_MIN="1.0.8"
XR_OPENXR_VERSION_MAX="2.0"
@@ -1073,7 +1073,7 @@ OPENVDB_SOURCE=( "https://github.com/AcademySoftwareFoundation/openvdb/archive/v
#~ OPENVDB_SOURCE_REPO_BRANCH="dev"
NANOVDB_USE_REPO=false
NANOVDB_SOURCE_REPO_UID="e62f7a0bf1e27397223c61ddeaaf57edf111b77f"
NANOVDB_SOURCE_REPO_UID="dc37d8a631922e7bef46712947dc19b755f3e841"
NANOVDB_SOURCE=( "https://github.com/AcademySoftwareFoundation/openvdb/archive/${NANOVDB_SOURCE_REPO_UID}.tar.gz" )
ALEMBIC_USE_REPO=false
@@ -1108,9 +1108,9 @@ FFMPEG_SOURCE=( "http://ffmpeg.org/releases/ffmpeg-$FFMPEG_VERSION.tar.bz2" )
XR_OPENXR_USE_REPO=false
XR_OPENXR_SOURCE=("https://github.com/KhronosGroup/OpenXR-SDK/archive/release-${XR_OPENXR_VERSION}.tar.gz")
#~ XR_OPENXR_SOURCE_REPO=("https://github.com/KhronosGroup/OpenXR-SDK.git")
#~ XR_OPENXR_REPO_UID="5900c51562769b03bea699dc0352cae56acb6419d"
#~ XR_OPENXR_REPO_BRANCH="master"
XR_OPENXR_SOURCE_REPO=("https://github.com/KhronosGroup/OpenXR-SDK.git")
XR_OPENXR_REPO_UID="bf21ccb1007bb531b45d9978919a56ea5059c245"
XR_OPENXR_REPO_BRANCH="master"
# C++11 is required now
CXXFLAGS_BACK=$CXXFLAGS
@@ -1128,6 +1128,7 @@ Those libraries should be available as packages in all recent distributions (opt
* Basics of dev environment (cmake, gcc, svn , git, ...).
* libjpeg, libpng, libtiff, [openjpeg2], [libopenal].
* libx11, libxcursor, libxi, libxrandr, libxinerama (and other libx... as needed).
* libwayland-client0, libwayland-cursor0, libwayland-egl1, libxkbcommon0, libdbus-1-3, libegl1 (Wayland)
* libsqlite3, libbz2, libssl, libfftw3, libxml2, libtinyxml, yasm, libyaml-cpp.
* libsdl2, libglew, libpugixml, libpotrace, [libgmp], [libglewmx], fontconfig, [libharu/libhpdf].\""
@@ -2737,7 +2738,7 @@ _init_openvdb() {
_git=false
_inst=$INST/openvdb-$OPENVDB_VERSION_SHORT
_inst_shortcut=$INST/openvdb
_openvdb_source=$OPENVDB_SOURCE
if [ "$WITH_NANOVDB" = true ]; then
_openvdb_source=$NANOVDB_SOURCE
@@ -2842,7 +2843,7 @@ compile_OPENVDB() {
if [ -d $INST/blosc ]; then
cmake_d="$cmake_d -D Blosc_ROOT=$INST/blosc"
fi
cmake $cmake_d ..
make -j$THREADS install
@@ -3839,6 +3840,7 @@ install_DEB() {
_packages="gawk cmake cmake-curses-gui build-essential libjpeg-dev libpng-dev libtiff-dev \
git libfreetype6-dev libfontconfig-dev libx11-dev flex bison libxxf86vm-dev \
libxcursor-dev libxi-dev wget libsqlite3-dev libxrandr-dev libxinerama-dev \
libwayland-dev wayland-protocols libegl-dev libxkbcommon-dev libdbus-1-dev linux-libc-dev \
libbz2-dev libncurses5-dev libssl-dev liblzma-dev libreadline-dev \
libopenal-dev libglew-dev yasm $THEORA_DEV $VORBIS_DEV $OGG_DEV \
libsdl2-dev libfftw3-dev patch bzip2 libxml2-dev libtinyxml-dev libjemalloc-dev \
@@ -4508,6 +4510,7 @@ install_RPM() {
_packages="gcc gcc-c++ git make cmake tar bzip2 xz findutils flex bison fontconfig-devel \
libtiff-devel libjpeg-devel libpng-devel sqlite-devel fftw-devel SDL2-devel \
libX11-devel libXi-devel libXcursor-devel libXrandr-devel libXinerama-devel \
wayland-devel wayland-protocols-devel mesa-libEGL-devel libxkbcommon-devel dbus-devel kernel-headers \
wget ncurses-devel readline-devel $OPENJPEG_DEV openal-soft-devel \
glew-devel yasm $THEORA_DEV $VORBIS_DEV $OGG_DEV patch \
libxml2-devel yaml-cpp-devel tinyxml-devel jemalloc-devel \

View File

@@ -68,3 +68,32 @@
+
return ret;
}
--- a/libavcodec/rl.c
+++ b/libavcodec/rl.c
@@ -71,7 +71,7 @@ av_cold void ff_rl_init(RLTable *rl,
av_cold void ff_rl_init_vlc(RLTable *rl, unsigned static_size)
{
int i, q;
- VLC_TYPE table[1500][2] = {{0}};
+ VLC_TYPE (*table)[2] = av_calloc(sizeof(VLC_TYPE), 1500 * 2);
VLC vlc = { .table = table, .table_allocated = static_size };
av_assert0(static_size <= FF_ARRAY_ELEMS(table));
init_vlc(&vlc, 9, rl->n + 1, &rl->table_vlc[0][1], 4, 2, &rl->table_vlc[0][0], 4, 2, INIT_VLC_USE_NEW_STATIC);
@@ -80,8 +80,10 @@ av_cold void ff_rl_init_vlc(RLTable *rl, unsigned static_size)
int qmul = q * 2;
int qadd = (q - 1) | 1;
- if (!rl->rl_vlc[q])
+ if (!rl->rl_vlc[q]){
+ av_free(table);
return;
+ }
if (q == 0) {
qmul = 1;
@@ -113,4 +115,5 @@ av_cold void ff_rl_init_vlc(RLTable *rl, unsigned static_size)
rl->rl_vlc[q][i].run = run;
}
}
+ av_free(table);
}

View File

@@ -8,6 +8,9 @@ IGNORE_SOURCE = (
# specific source files
"extern/audaspace/",
# Use for `WIN32` only.
"source/creator/blender_launcher_win32.c",
# specific source files
"extern/bullet2/src/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.cpp",
"extern/bullet2/src/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.cpp",

View File

@@ -82,7 +82,7 @@ def create_nb_project_main():
make_exe = cmake_cache_var("CMAKE_MAKE_PROGRAM")
make_exe_basename = os.path.basename(make_exe)
# --------------- NB specific
# --------------- NetBeans specific.
defines = [("%s=%s" % cdef) if cdef[1] else cdef[0] for cdef in defines]
defines += [cdef.replace("#define", "").strip() for cdef in cmake_compiler_defines()]

View File

@@ -29,6 +29,7 @@ set(WITH_IMAGE_OPENEXR ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENJPEG ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_TIFF ON CACHE BOOL "" FORCE)
set(WITH_INPUT_NDOF ON CACHE BOOL "" FORCE)
set(WITH_INPUT_IME ON CACHE BOOL "" FORCE)
set(WITH_INTERNATIONAL ON CACHE BOOL "" FORCE)
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)

View File

@@ -30,6 +30,7 @@ set(WITH_IMAGE_OPENEXR ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENJPEG ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_TIFF ON CACHE BOOL "" FORCE)
set(WITH_INPUT_NDOF ON CACHE BOOL "" FORCE)
set(WITH_INPUT_IME ON CACHE BOOL "" FORCE)
set(WITH_INTERNATIONAL ON CACHE BOOL "" FORCE)
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)

View File

@@ -550,7 +550,6 @@ if(WITH_OPENIMAGEIO)
set(OPENIMAGEIO_LIBRARIES ${OIIO_OPTIMIZED} ${OIIO_DEBUG})
set(OPENIMAGEIO_DEFINITIONS "-DUSE_TBB=0")
set(OPENCOLORIO_DEFINITIONS "-DDOpenColorIO_SKIP_IMPORTS")
set(OPENIMAGEIO_IDIFF "${OPENIMAGEIO}/bin/idiff.exe")
add_definitions(-DOIIO_STATIC_DEFINE)
add_definitions(-DOIIO_NO_SSE=1)
@@ -596,7 +595,7 @@ if(WITH_OPENCOLORIO)
debug ${OPENCOLORIO_LIBPATH}/libexpatdMD.lib
debug ${OPENCOLORIO_LIBPATH}/pystring_d.lib
)
set(OPENCOLORIO_DEFINITIONS)
set(OPENCOLORIO_DEFINITIONS "-DOpenColorIO_SKIP_IMPORTS")
endif()
if(WITH_OPENVDB)

View File

@@ -1,9 +1,9 @@
echo No explicit msvc version requested, autodetecting version.
call "%~dp0\detect_msvc2017.cmd"
call "%~dp0\detect_msvc2019.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2019.cmd"
call "%~dp0\detect_msvc2017.cmd"
if %ERRORLEVEL% EQU 0 goto DetectionComplete
call "%~dp0\detect_msvc2022.cmd"

View File

@@ -122,7 +122,7 @@ is a full-featured 3D application. It supports the entirety of the 3D pipeline -
'''modeling, rigging, animation, simulation, rendering, compositing, motion tracking, and video editing.
Use Blender to create 3D images and animations, films and commercials, content for games, '''
r'''architectural and industrial visualizatons, and scientific visualizations.
r'''architectural and industrial visualizations, and scientific visualizations.
https://www.blender.org''')

View File

@@ -12,6 +12,7 @@ such cases, lock the interface (Render → Lock Interface or
Below is an example of a mesh that is altered from a handler:
"""
def frame_change_pre(scene):
# A triangle that shifts in the z direction
zshift = scene.frame_current * 0.1

View File

@@ -16,10 +16,12 @@ execution_queue = queue.Queue()
def run_in_main_thread(function):
execution_queue.put(function)
def execute_queued_functions():
while not execution_queue.empty():
function = execution_queue.get()
function()
return 1.0
bpy.app.timers.register(execute_queued_functions)

View File

@@ -31,11 +31,13 @@ owner = object()
subscribe_to = bpy.context.object.location
def msgbus_callback(*args):
# This will print:
# Something changed! (1, 2, 3)
print("Something changed!", args)
bpy.msgbus.subscribe_rna(
key=subscribe_to,
owner=owner,

View File

@@ -44,7 +44,7 @@ class OBJECT_OT_object_to_curve(bpy.types.Operator):
# Remove temporary curve.
obj.to_curve_clear()
# Invoke to_curve() with applying modifiers.
curve_with_modifiers = obj.to_curve(depsgraph, apply_modifiers = True)
curve_with_modifiers = obj.to_curve(depsgraph, apply_modifiers=True)
self.report({'INFO'}, f"{len(curve_with_modifiers.splines)} splines in new curve with modifiers.")
# Remove temporary curve.
obj.to_curve_clear()

View File

@@ -21,6 +21,7 @@ batch = batch_for_shader(
},
)
def draw():
shader.bind()
shader.uniform_sampler("image", texture)

View File

@@ -1047,6 +1047,7 @@ context_type_map = {
"annotation_data": ("GreasePencil", False),
"annotation_data_owner": ("ID", False),
"armature": ("Armature", False),
"asset_library": ("AssetLibraryReference", False),
"bone": ("Bone", False),
"brush": ("Brush", False),
"camera": ("Camera", False),
@@ -1113,6 +1114,7 @@ context_type_map = {
"texture_slot": ("MaterialTextureSlot", False),
"texture_user": ("ID", False),
"texture_user_property": ("Property", False),
"ui_list": ("UIList", False),
"vertex_paint_object": ("Object", False),
"view_layer": ("ViewLayer", False),
"visible_bones": ("EditBone", True),

View File

@@ -265,6 +265,12 @@ protected:
*/
void setSpecs(Specs specs);
/**
* Sets the audio output specification of the device.
* \param specs The output specification.
*/
void setSpecs(DeviceSpecs specs);
/**
* Empty default constructor. To setup the device call the function create()
* and to uninitialize call destroy().

View File

@@ -87,6 +87,12 @@ public:
*/
void setSpecs(Specs specs);
/**
* Sets the target specification for superposing.
* \param specs The target specification.
*/
void setSpecs(DeviceSpecs specs);
/**
* Mixes a buffer.
* \param buffer The buffer to superpose.

View File

@@ -78,6 +78,7 @@ void PulseAudioDevice::runMixingThread()
if(shouldStop())
{
AUD_pa_stream_cork(m_stream, 1, nullptr, nullptr);
AUD_pa_stream_flush(m_stream, nullptr, nullptr);
doStop();
return;
}
@@ -86,7 +87,10 @@ void PulseAudioDevice::runMixingThread()
if(AUD_pa_stream_is_corked(m_stream))
AUD_pa_stream_cork(m_stream, 0, nullptr, nullptr);
AUD_pa_mainloop_iterate(m_mainloop, true, nullptr);
// similar to AUD_pa_mainloop_iterate(m_mainloop, false, nullptr); except with a longer timeout
AUD_pa_mainloop_prepare(m_mainloop, 1 << 14);
AUD_pa_mainloop_poll(m_mainloop);
AUD_pa_mainloop_dispatch(m_mainloop);
}
}

View File

@@ -24,6 +24,7 @@ PULSEAUDIO_SYMBOL(pa_context_unref);
PULSEAUDIO_SYMBOL(pa_stream_begin_write);
PULSEAUDIO_SYMBOL(pa_stream_connect_playback);
PULSEAUDIO_SYMBOL(pa_stream_cork);
PULSEAUDIO_SYMBOL(pa_stream_flush);
PULSEAUDIO_SYMBOL(pa_stream_is_corked);
PULSEAUDIO_SYMBOL(pa_stream_new);
PULSEAUDIO_SYMBOL(pa_stream_set_buffer_attr);
@@ -35,3 +36,6 @@ PULSEAUDIO_SYMBOL(pa_mainloop_free);
PULSEAUDIO_SYMBOL(pa_mainloop_get_api);
PULSEAUDIO_SYMBOL(pa_mainloop_new);
PULSEAUDIO_SYMBOL(pa_mainloop_iterate);
PULSEAUDIO_SYMBOL(pa_mainloop_prepare);
PULSEAUDIO_SYMBOL(pa_mainloop_poll);
PULSEAUDIO_SYMBOL(pa_mainloop_dispatch);

View File

@@ -31,65 +31,81 @@ template <class T> void SafeRelease(T **ppT)
}
}
void WASAPIDevice::runMixingThread()
HRESULT WASAPIDevice::setupRenderClient(IAudioRenderClient*& render_client, UINT32& buffer_size)
{
UINT32 buffer_size;
const IID IID_IAudioRenderClient = __uuidof(IAudioRenderClient);
UINT32 padding;
UINT32 length;
data_t* buffer;
IAudioRenderClient* render_client = nullptr;
HRESULT result;
{
std::lock_guard<ILockable> lock(*this);
if(FAILED(result = m_audio_client->GetBufferSize(&buffer_size)))
return result;
const IID IID_IAudioRenderClient = __uuidof(IAudioRenderClient);
if(FAILED(result = m_audio_client->GetService(IID_IAudioRenderClient, reinterpret_cast<void**>(&render_client))))
return result;
if(FAILED(m_audio_client->GetBufferSize(&buffer_size)))
goto init_error;
if(FAILED(result = m_audio_client->GetCurrentPadding(&padding)))
return result;
if(FAILED(m_audio_client->GetService(IID_IAudioRenderClient, reinterpret_cast<void**>(&render_client))))
goto init_error;
length = buffer_size - padding;
if(FAILED(m_audio_client->GetCurrentPadding(&padding)))
goto init_error;
if(FAILED(result = render_client->GetBuffer(length, &buffer)))
return result;
length = buffer_size - padding;
mix((data_t*)buffer, length);
if(FAILED(render_client->GetBuffer(length, &buffer)))
goto init_error;
mix((data_t*)buffer, length);
if(FAILED(render_client->ReleaseBuffer(length, 0)))
{
init_error:
SafeRelease(&render_client);
doStop();
return;
}
}
if(FAILED(result = render_client->ReleaseBuffer(length, 0)))
return result;
m_audio_client->Start();
auto sleepDuration = std::chrono::milliseconds(buffer_size * 1000 / int(m_specs.rate) / 2);
return result;
}
void WASAPIDevice::runMixingThread()
{
UINT32 buffer_size;
IAudioRenderClient* render_client = nullptr;
std::chrono::milliseconds sleep_duration;
bool run_init = true;
for(;;)
{
HRESULT result = S_OK;
{
UINT32 padding;
UINT32 length;
data_t* buffer;
std::lock_guard<ILockable> lock(*this);
if(FAILED(m_audio_client->GetCurrentPadding(&padding)))
if(run_init)
{
result = setupRenderClient(render_client, buffer_size);
if(FAILED(result))
goto stop_thread;
sleep_duration = std::chrono::milliseconds(buffer_size * 1000 / int(m_specs.rate) / 2);
}
if(FAILED(result = m_audio_client->GetCurrentPadding(&padding)))
goto stop_thread;
length = buffer_size - padding;
if(FAILED(render_client->GetBuffer(length, &buffer)))
if(FAILED(result = render_client->GetBuffer(length, &buffer)))
goto stop_thread;
mix((data_t*)buffer, length);
if(FAILED(render_client->ReleaseBuffer(length, 0)))
if(FAILED(result = render_client->ReleaseBuffer(length, 0)))
goto stop_thread;
// stop thread
@@ -98,53 +114,51 @@ void WASAPIDevice::runMixingThread()
stop_thread:
m_audio_client->Stop();
SafeRelease(&render_client);
doStop();
return;
if(result == AUDCLNT_E_DEVICE_INVALIDATED)
{
DeviceSpecs specs = m_specs;
if(!setupDevice(specs))
result = S_FALSE;
else
{
setSpecs(specs);
run_init = true;
}
}
if(result != AUDCLNT_E_DEVICE_INVALIDATED)
{
doStop();
return;
}
}
}
std::this_thread::sleep_for(sleepDuration);
std::this_thread::sleep_for(sleep_duration);
}
}
WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
m_imm_device_enumerator(nullptr),
m_imm_device(nullptr),
m_audio_client(nullptr),
m_wave_format_extensible({})
bool WASAPIDevice::setupDevice(DeviceSpecs &specs)
{
// initialize COM if it hasn't happened yet
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
SafeRelease(&m_audio_client);
SafeRelease(&m_imm_device);
const CLSID CLSID_MMDeviceEnumerator = __uuidof(MMDeviceEnumerator);
const IID IID_IMMDeviceEnumerator = __uuidof(IMMDeviceEnumerator);
const IID IID_IAudioClient = __uuidof(IAudioClient);
if(FAILED(m_imm_device_enumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &m_imm_device)))
return false;
if(FAILED(m_imm_device->Activate(IID_IAudioClient, CLSCTX_ALL, nullptr, reinterpret_cast<void**>(&m_audio_client))))
return false;
WAVEFORMATEXTENSIBLE wave_format_extensible_closest_match;
WAVEFORMATEXTENSIBLE* closest_match_pointer = &wave_format_extensible_closest_match;
HRESULT result;
REFERENCE_TIME minimum_time = 0;
REFERENCE_TIME buffer_duration;
if(FAILED(CoCreateInstance(CLSID_MMDeviceEnumerator, nullptr, CLSCTX_ALL, IID_IMMDeviceEnumerator, reinterpret_cast<void**>(&m_imm_device_enumerator))))
goto error;
if(FAILED(m_imm_device_enumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &m_imm_device)))
goto error;
if(FAILED(m_imm_device->Activate(IID_IAudioClient, CLSCTX_ALL, nullptr, reinterpret_cast<void**>(&m_audio_client))))
goto error;
if(specs.channels == CHANNELS_INVALID)
specs.channels = CHANNELS_STEREO;
if(specs.format == FORMAT_INVALID)
specs.format = FORMAT_FLOAT32;
if(specs.rate == RATE_INVALID)
specs.rate = RATE_48000;
switch(specs.format)
{
case FORMAT_U8:
@@ -203,12 +217,14 @@ WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
m_wave_format_extensible.Format.cbSize = 22;
m_wave_format_extensible.Samples.wValidBitsPerSample = m_wave_format_extensible.Format.wBitsPerSample;
result = m_audio_client->IsFormatSupported(AUDCLNT_SHAREMODE_SHARED, reinterpret_cast<const WAVEFORMATEX*>(&m_wave_format_extensible), reinterpret_cast<WAVEFORMATEX**>(&closest_match_pointer));
HRESULT result = m_audio_client->IsFormatSupported(AUDCLNT_SHAREMODE_SHARED, reinterpret_cast<const WAVEFORMATEX*>(&m_wave_format_extensible), reinterpret_cast<WAVEFORMATEX**>(&closest_match_pointer));
if(result == S_FALSE)
{
bool errored = false;
if(closest_match_pointer->Format.wFormatTag != WAVE_FORMAT_EXTENSIBLE)
goto error;
goto closest_match_error;
specs.channels = Channels(closest_match_pointer->Format.nChannels);
specs.rate = closest_match_pointer->Format.nSamplesPerSec;
@@ -220,7 +236,7 @@ WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
else if(closest_match_pointer->Format.wBitsPerSample == 64)
specs.format = FORMAT_FLOAT64;
else
goto error;
goto closest_match_error;
}
else if(closest_match_pointer->SubFormat == KSDATAFORMAT_SUBTYPE_PCM)
{
@@ -239,44 +255,81 @@ WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
specs.format = FORMAT_S32;
break;
default:
goto error;
goto closest_match_error;
break;
}
}
else
goto error;
goto closest_match_error;
m_wave_format_extensible = *closest_match_pointer;
if(false)
{
closest_match_error:
errored = true;
}
if(closest_match_pointer != &wave_format_extensible_closest_match)
{
CoTaskMemFree(closest_match_pointer);
closest_match_pointer = &wave_format_extensible_closest_match;
}
if(errored)
return false;
}
else if(FAILED(result))
goto error;
return false;
if(FAILED(m_audio_client->GetDevicePeriod(nullptr, &minimum_time)))
goto error;
return false;
buffer_duration = REFERENCE_TIME(buffersize) * REFERENCE_TIME(10000000) / REFERENCE_TIME(specs.rate);
buffer_duration = REFERENCE_TIME(m_buffersize) * REFERENCE_TIME(10000000) / REFERENCE_TIME(specs.rate);
if(minimum_time > buffer_duration)
buffer_duration = minimum_time;
m_specs = specs;
if(FAILED(m_audio_client->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, buffer_duration, 0, reinterpret_cast<WAVEFORMATEX*>(&m_wave_format_extensible), nullptr)))
return false;
return true;
}
WASAPIDevice::WASAPIDevice(DeviceSpecs specs, int buffersize) :
m_buffersize(buffersize),
m_imm_device_enumerator(nullptr),
m_imm_device(nullptr),
m_audio_client(nullptr),
m_wave_format_extensible({})
{
// initialize COM if it hasn't happened yet
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
const CLSID CLSID_MMDeviceEnumerator = __uuidof(MMDeviceEnumerator);
const IID IID_IMMDeviceEnumerator = __uuidof(IMMDeviceEnumerator);
if(specs.channels == CHANNELS_INVALID)
specs.channels = CHANNELS_STEREO;
if(specs.format == FORMAT_INVALID)
specs.format = FORMAT_FLOAT32;
if(specs.rate == RATE_INVALID)
specs.rate = RATE_48000;
if(FAILED(CoCreateInstance(CLSID_MMDeviceEnumerator, nullptr, CLSCTX_ALL, IID_IMMDeviceEnumerator, reinterpret_cast<void**>(&m_imm_device_enumerator))))
goto error;
if(!setupDevice(specs))
goto error;
m_specs = specs;
create();
return;
error:
if(closest_match_pointer != &wave_format_extensible_closest_match)
CoTaskMemFree(closest_match_pointer);
SafeRelease(&m_imm_device);
SafeRelease(&m_imm_device_enumerator);
SafeRelease(&m_audio_client);

View File

@@ -43,16 +43,21 @@ AUD_NAMESPACE_BEGIN
class AUD_PLUGIN_API WASAPIDevice : public ThreadedDevice
{
private:
int m_buffersize;
IMMDeviceEnumerator* m_imm_device_enumerator;
IMMDevice* m_imm_device;
IAudioClient* m_audio_client;
WAVEFORMATEXTENSIBLE m_wave_format_extensible;
AUD_LOCAL HRESULT setupRenderClient(IAudioRenderClient*& render_client, UINT32& buffer_size);
/**
* Streaming thread main function.
*/
AUD_LOCAL void runMixingThread();
AUD_LOCAL bool setupDevice(DeviceSpecs& specs);
// delete copy constructor and operator=
WASAPIDevice(const WASAPIDevice&) = delete;
WASAPIDevice& operator=(const WASAPIDevice&) = delete;

View File

@@ -756,6 +756,7 @@ void SoftwareDevice::mix(data_t* buffer, int length)
// get the buffer from the source
pos = 0;
len = length;
eos = false;
// update 3D Info
sound->update();
@@ -842,6 +843,27 @@ void SoftwareDevice::setSpecs(Specs specs)
{
sound->setSpecs(specs);
}
for(auto& sound : m_pausedSounds)
{
sound->setSpecs(specs);
}
}
void SoftwareDevice::setSpecs(DeviceSpecs specs)
{
m_specs = specs;
m_mixer->setSpecs(specs);
for(auto& sound : m_playingSounds)
{
sound->setSpecs(specs.specs);
}
for(auto& sound : m_pausedSounds)
{
sound->setSpecs(specs.specs);
}
}
SoftwareDevice::SoftwareDevice()

View File

@@ -21,9 +21,25 @@
AUD_NAMESPACE_BEGIN
Mixer::Mixer(DeviceSpecs specs) :
m_specs(specs)
Mixer::Mixer(DeviceSpecs specs)
{
setSpecs(specs);
}
DeviceSpecs Mixer::getSpecs() const
{
return m_specs;
}
void Mixer::setSpecs(Specs specs)
{
m_specs.specs = specs;
}
void Mixer::setSpecs(DeviceSpecs specs)
{
m_specs = specs;
switch(m_specs.format)
{
case FORMAT_U8:
@@ -54,16 +70,6 @@ Mixer::Mixer(DeviceSpecs specs) :
}
}
DeviceSpecs Mixer::getSpecs() const
{
return m_specs;
}
void Mixer::setSpecs(Specs specs)
{
m_specs.specs = specs;
}
void Mixer::clear(int length)
{
m_buffer.assureSize(length * AUD_SAMPLE_SIZE(m_specs));

View File

@@ -7,3 +7,4 @@ Local modifications:
checks for functions and so are needed.
* Added special definitions of HAVE_SNPRINTF and HAVE_LIB_GFLAGS
in Windows' specific config.h.
* Silenced syscall deprecation warnings on macOS >= 10.12.

View File

@@ -59,7 +59,7 @@
# include <unistd.h>
#endif
#if defined(HAVE_SYSCALL_H) || defined(HAVE_SYS_SYSCALL_H)
#if (defined(HAVE_SYSCALL_H) || defined(HAVE_SYS_SYSCALL_H)) && (!(defined OS_MACOSX))
# define safe_write(fd, s, len) syscall(SYS_write, fd, s, len)
#else
// Not so safe, but what can you do?

View File

@@ -259,7 +259,13 @@ pid_t GetTID() {
#endif
static bool lacks_gettid = false;
if (!lacks_gettid) {
#ifdef OS_MACOSX
uint64_t tid64;
const int error = pthread_threadid_np(NULL, &tid64);
pid_t tid = error ? -1 : (pid_t)tid64;
#else
pid_t tid = syscall(__NR_gettid);
#endif
if (tid != -1) {
return tid;
}

View File

@@ -32,7 +32,7 @@
* - #TPOOL_STRUCT: Name for pool struct name.
* - #TPOOL_CHUNK_SIZE: Chunk size (optional), use 64kb when not defined.
*
* \note #TPOOL_ALLOC_TYPE must be at least ``sizeof(void *)``.
* \note #TPOOL_ALLOC_TYPE must be at least `sizeof(void *)`.
*
* Defines the API, uses #TPOOL_IMPL_PREFIX to prefix each function.
*

View File

@@ -49,9 +49,9 @@
#include "atomic_ops_utils.h"
#if defined(__arm__)
/* Attempt to fix compilation error on Debian armel kernel.
* arm7 architecture does have both 32 and 64bit atomics, however
#if defined(__arm__) || defined(__riscv)
/* Attempt to fix compilation error on Debian armel and RISC-V kernels.
* Both architectures do have both 32 and 64bit atomics, however
* its gcc doesn't have __GCC_HAVE_SYNC_COMPARE_AND_SWAP_n defined.
*/
# define JE_FORCE_SYNC_COMPARE_AND_SWAP_1

View File

@@ -79,15 +79,15 @@ typedef struct CLG_IDFilter {
} CLG_IDFilter;
typedef struct CLogContext {
/** Single linked list of types. */
/** Single linked list of types. */
CLG_LogType *types;
/** Single linked list of references. */
/** Single linked list of references. */
CLG_LogRef *refs;
#ifdef WITH_CLOG_PTHREADS
pthread_mutex_t types_lock;
#endif
/* exclude, include filters. */
/* exclude, include filters. */
CLG_IDFilter *filters[2];
bool use_color;
bool use_basename;

View File

@@ -51,12 +51,12 @@ CCL_NAMESPACE_BEGIN
/* XML reading state */
struct XMLReadState : public XMLReader {
Scene *scene; /* scene pointer */
Transform tfm; /* current transform state */
bool smooth; /* smooth normal state */
Shader *shader; /* current shader */
string base; /* base path to current file*/
float dicing_rate; /* current dicing rate */
Scene *scene; /* Scene pointer. */
Transform tfm; /* Current transform state. */
bool smooth; /* Smooth normal state. */
Shader *shader; /* Current shader. */
string base; /* Base path to current file. */
float dicing_rate; /* Current dicing rate. */
XMLReadState() : scene(NULL), smooth(false), shader(NULL), dicing_rate(1.0f)
{
@@ -385,7 +385,7 @@ static Mesh *xml_add_mesh(Scene *scene, const Transform &tfm)
Mesh *mesh = new Mesh();
scene->geometry.push_back(mesh);
/* create object*/
/* Create object. */
Object *object = new Object();
object->set_geometry(mesh);
object->set_tfm(tfm);

View File

@@ -482,7 +482,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
transparent_max_bounces: IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
description="Maximum number of transparent bounces. This is independent of maximum number of other bounces ",
min=0, max=1024,
default=8,
)
@@ -1254,12 +1254,19 @@ class CyclesObjectSettings(bpy.types.PropertyGroup):
)
shadow_terminator_offset: FloatProperty(
name="Shadow Terminator Offset",
name="Shadow Terminator Shading Offset",
description="Push the shadow terminator towards the light to hide artifacts on low poly geometry",
min=0.0, max=1.0,
default=0.0,
)
shadow_terminator_geometry_offset: FloatProperty(
name="Shadow Terminator Geometry Offset",
description="Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light",
min=0.0, max=1.0,
default=0.1,
)
is_shadow_catcher: BoolProperty(
name="Shadow Catcher",
description="Only render shadows on this object, for compositing renders into real footage",

View File

@@ -485,10 +485,12 @@ class CYCLES_RENDER_PT_light_paths_max_bounces(CyclesButtonsPanel, Panel):
col = layout.column(align=True)
col.prop(cscene, "diffuse_bounces", text="Diffuse")
col.prop(cscene, "glossy_bounces", text="Glossy")
col.prop(cscene, "transparent_max_bounces", text="Transparency")
col.prop(cscene, "transmission_bounces", text="Transmission")
col.prop(cscene, "volume_bounces", text="Volume")
col = layout.column(align=True)
col.prop(cscene, "transparent_max_bounces", text="Transparent")
class CYCLES_RENDER_PT_light_paths_clamping(CyclesButtonsPanel, Panel):
bl_label = "Clamping"
@@ -821,6 +823,11 @@ class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
col.prop(view_layer, "use_strand", text="Hair")
col.prop(view_layer, "use_volumes", text="Volumes")
col = layout.column(heading="Use")
sub = col.row()
sub.prop(view_layer, "use_motion_blur", text="Motion Blur")
sub.active = rd.use_motion_blur
class CYCLES_RENDER_PT_override(CyclesButtonsPanel, Panel):
bl_label = "Override"
@@ -1129,7 +1136,7 @@ class CYCLES_PT_context_material(CyclesButtonsPanel, Panel):
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
if is_sortable:
@@ -1144,16 +1151,15 @@ class CYCLES_PT_context_material(CyclesButtonsPanel, Panel):
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
split = layout.split(factor=0.65)
row = layout.row()
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
row.template_ID(ob, "active_material", new="material.new")
if slot:
row.prop(slot, "link", text="")
else:
row.label()
icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
row.prop(slot, "link", text="", icon=icon_link, icon_only=True)
elif mat:
split.template_ID(space, "pin_id")
split.separator()
@@ -1218,20 +1224,31 @@ class CYCLES_OBJECT_PT_shading(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and (context.object)
if not CyclesButtonsPanel.poll(context):
return False
ob = context.object
return ob and has_geometry_visibility(ob)
def draw(self, context):
pass
class CYCLES_OBJECT_PT_shading_shadow_terminator(CyclesButtonsPanel, Panel):
bl_label = "Shadow Terminator"
bl_parent_id = "CYCLES_OBJECT_PT_shading"
bl_context = "object"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=False)
layout = self.layout
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
cob = ob.cycles
if has_geometry_visibility(ob):
col = flow.column()
col.prop(cob, "shadow_terminator_offset")
flow.prop(cob, "shadow_terminator_geometry_offset", text="Geometry Offset")
flow.prop(cob, "shadow_terminator_offset", text="Shading Offset")
class CYCLES_OBJECT_PT_visibility(CyclesButtonsPanel, Panel):
@@ -2311,6 +2328,7 @@ classes = (
CYCLES_PT_context_material,
CYCLES_OBJECT_PT_motion_blur,
CYCLES_OBJECT_PT_shading,
CYCLES_OBJECT_PT_shading_shadow_terminator,
CYCLES_OBJECT_PT_visibility,
CYCLES_OBJECT_PT_visibility_ray_visibility,
CYCLES_OBJECT_PT_visibility_culling,

View File

@@ -533,7 +533,7 @@ void BlenderSync::sync_particle_hair(
return;
}
/* extract particle hair data - should be combined with connecting to mesh later*/
/* Extract particle hair data - should be combined with connecting to mesh later. */
ParticleCurveData CData;

View File

@@ -137,9 +137,9 @@ bool BlenderImageLoader::load_pixels(const ImageMetaData &metadata,
/* Premultiply, byte images are always straight for Blender. */
unsigned char *cp = (unsigned char *)pixels;
for (size_t i = 0; i < num_pixels; i++, cp += channels) {
cp[0] = (cp[0] * cp[3]) >> 8;
cp[1] = (cp[1] * cp[3]) >> 8;
cp[2] = (cp[2] * cp[3]) >> 8;
cp[0] = (cp[0] * cp[3]) / 255;
cp[1] = (cp[1] * cp[3]) / 255;
cp[2] = (cp[2] * cp[3]) / 255;
}
}
}

View File

@@ -44,7 +44,7 @@ void BlenderSync::sync_light(BL::Object &b_parent,
const bool tfm_updated = (light && light->get_tfm() != tfm);
/* Update if either object or light data changed. */
if (!tfm_updated && !light_map.add_or_update(&light, b_ob, b_parent, key)) {
if (!light_map.add_or_update(&light, b_ob, b_parent, key) && !tfm_updated) {
Shader *shader;
if (!shader_map.add_or_update(&shader, b_light)) {
if (light->get_is_portal())

View File

@@ -109,23 +109,23 @@ void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob
}
Geometry *geom = object->get_geometry();
geom->set_use_motion_blur(false);
geom->set_motion_steps(0);
uint motion_steps;
int motion_steps = 0;
bool use_motion_blur = false;
if (need_motion == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS);
geom->set_motion_steps(motion_steps);
if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
geom->set_use_motion_blur(true);
use_motion_blur = true;
}
}
else {
motion_steps = 3;
geom->set_motion_steps(motion_steps);
}
geom->set_use_motion_blur(use_motion_blur);
geom->set_motion_steps(motion_steps);
motion.resize(motion_steps, transform_empty());
if (motion_steps) {
@@ -290,8 +290,12 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
object->set_is_shadow_catcher(is_shadow_catcher);
float shadow_terminator_offset = get_float(cobject, "shadow_terminator_offset");
object->set_shadow_terminator_offset(shadow_terminator_offset);
float shadow_terminator_shading_offset = get_float(cobject, "shadow_terminator_offset");
object->set_shadow_terminator_shading_offset(shadow_terminator_shading_offset);
float shadow_terminator_geometry_offset = get_float(cobject,
"shadow_terminator_geometry_offset");
object->set_shadow_terminator_geometry_offset(shadow_terminator_geometry_offset);
/* sync the asset name for Cryptomatte */
BL::Object parent = b_ob.parent();

View File

@@ -281,7 +281,6 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
void BlenderSync::sync_integrator()
{
BL::RenderSettings r = b_scene.render();
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (get_enum(cscene, "feature_set") != 0);
@@ -325,7 +324,7 @@ void BlenderSync::sync_integrator()
integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
if (!preview) {
integrator->set_motion_blur(r.use_motion_blur());
integrator->set_motion_blur(view_layer.use_motion_blur);
}
integrator->set_method((Integrator::Method)get_enum(
@@ -405,8 +404,6 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
Film *film = scene->film;
vector<Pass> prevpasses = scene->passes;
if (b_v3d) {
film->set_display_pass(update_viewport_display_passes(b_v3d, scene->passes));
}
@@ -436,11 +433,6 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
break;
}
}
if (!Pass::equals(prevpasses, scene->passes)) {
film->tag_passes_update(scene, prevpasses, false);
film->tag_modified();
}
}
/* Render Layer */
@@ -456,6 +448,8 @@ void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
view_layer.use_surfaces = b_view_layer.use_solid() || scene->bake_manager->get_baking();
view_layer.use_hair = b_view_layer.use_strand();
view_layer.use_volumes = b_view_layer.use_volumes();
view_layer.use_motion_blur = b_view_layer.use_motion_blur() &&
b_scene.render().use_motion_blur();
/* Material override. */
view_layer.material_override = b_view_layer.material_override();
@@ -602,8 +596,10 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
for (BL::RenderPass &b_pass : b_rlay.passes) {
PassType pass_type = get_pass_type(b_pass);
if (pass_type == PASS_MOTION && b_scene.render().use_motion_blur())
if (pass_type == PASS_MOTION &&
(b_view_layer.use_motion_blur() && b_scene.render().use_motion_blur())) {
continue;
}
if (pass_type != PASS_NONE)
Pass::add(pass_type, passes, b_pass.name().c_str());
}
@@ -746,10 +742,13 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
DENOISING_CLEAN_ALL_PASSES);
scene->film->set_denoising_prefiltered_pass(denoising.store_passes &&
denoising.type == DENOISER_NLM);
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
scene->film->tag_passes_update(scene, passes);
scene->integrator->tag_update(scene, Integrator::UPDATE_ALL);
if (!Pass::equals(passes, scene->passes)) {
scene->film->tag_passes_update(scene, passes);
scene->film->tag_modified();
scene->integrator->tag_update(scene, Integrator::UPDATE_ALL);
}
return passes;
}

View File

@@ -246,6 +246,7 @@ class BlenderSync {
use_surfaces(true),
use_hair(true),
use_volumes(true),
use_motion_blur(true),
samples(0),
bound_samples(false)
{
@@ -258,6 +259,7 @@ class BlenderSync {
bool use_surfaces;
bool use_hair;
bool use_volumes;
bool use_motion_blur;
int samples;
bool bound_samples;
} view_layer;

View File

@@ -40,8 +40,8 @@ BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
BL::View3DShading shading = b_v3d.shading();
PointerRNA cshading = RNA_pointer_get(&shading.ptr, "cycles");
/* We only copy the shading parameters if we are in look dev mode. otherwise
* defaults are being used. These defaults mimic normal render settings */
/* We only copy the shading parameters if we are in look-dev mode.
* Otherwise defaults are being used. These defaults mimic normal render settings. */
if (shading.type() == BL::View3DShading::type_RENDERED) {
use_scene_world = shading.use_scene_world_render();
use_scene_lights = shading.use_scene_lights_render();

View File

@@ -181,7 +181,7 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
/* record intersection */
ctx->local_isect->hits[hit_idx] = current_isect;
ctx->local_isect->Ng[hit_idx] = normalize(make_float3(hit->Ng_x, hit->Ng_y, hit->Ng_z));
/* This tells Embree to continue tracing .*/
/* This tells Embree to continue tracing. */
*args->valid = 0;
break;
}

View File

@@ -179,7 +179,7 @@ class InnerNode : public BVHNode {
}
/* NOTE: This function is only used during binary BVH builder, and it
* supposed to be configured to have 2 children which will be filled in in a
* supposed to be configured to have 2 children which will be filled-in in a
* bit. But this is important to have children reset to NULL. */
explicit InnerNode(const BoundBox &bounds) : BVHNode(bounds), num_children_(0)
{

View File

@@ -297,7 +297,7 @@ struct BVHSpatialBin {
*/
struct BVHSpatialStorage {
/* Accumulated bounds when sweeping from right to left. */
/* Accumulated bounds when sweeping from right to left. */
vector<BoundBox> right_bounds;
/* Bins used for histogram when selecting best split plane. */

View File

@@ -388,7 +388,7 @@ void BVHSpatialSplit::split_curve_primitive(const Hair *hair,
BoundBox &left_bounds,
BoundBox &right_bounds)
{
/* curve split: NOTE - Currently ignores curve width and needs to be fixed.*/
/* curve split: NOTE - Currently ignores curve width and needs to be fixed. */
Hair::Curve curve = hair->get_curve(prim_index);
const int k0 = curve.first_key + segment_index;
const int k1 = k0 + 1;

View File

@@ -65,7 +65,7 @@ class DenoiseParams {
/* Viewport start sample. */
int start_sample;
/** Native Denoiser **/
/** Native Denoiser. */
/* Pixel radius for neighboring pixels to take into account. */
int radius;
@@ -81,7 +81,7 @@ class DenoiseParams {
/* Clamp the input to the range of +-1e8. Should be enough for any legitimate data. */
bool clamp_input;
/** OIDN/Optix Denoiser **/
/** OIDN/Optix Denoiser. */
/* Passes handed over to the OIDN/OptiX denoiser (default to color + albedo). */
DenoiserInput input_passes;

View File

@@ -1186,7 +1186,7 @@ bool OpenCLInfo::get_device_extensions(cl_device_id device_id,
{
size_t extension_length = 0;
cl_int err;
/* Determine the size of the extension string*/
/* Determine the size of the extension string. */
if ((err = clGetDeviceInfo(device_id, CL_DEVICE_EXTENSIONS, 0, 0, &extension_length)) !=
CL_SUCCESS) {
if (error != NULL) {

View File

@@ -116,7 +116,7 @@ CCL_NAMESPACE_BEGIN
# endif
# endif /* __SHADOW_RECORD_ALL__ */
/* Record all intersections - Volume BVH traversal */
/* Record all intersections - Volume BVH traversal. */
# if defined(__VOLUME_RECORD_ALL__)
# define BVH_FUNCTION_NAME bvh_intersect_volume_all

View File

@@ -71,6 +71,86 @@ ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
#endif
}
/* This function should be used to compute a modified ray start position for
* rays leaving from a surface. The algorithm slightly distorts flat surface
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
ccl_device_inline float3 smooth_surface_offset(KernelGlobals *kg, ShaderData *sd, float3 Ng)
{
float3 V[3], N[3];
triangle_vertices_and_normals(kg, sd->prim, V, N);
const float u = sd->u, v = sd->v;
const float w = 1 - u - v;
float3 P = V[0] * u + V[1] * v + V[2] * w; /* Local space */
float3 n = N[0] * u + N[1] * v + N[2] * w; /* We get away without normalization */
object_normal_transform(kg, sd, &n); /* Normal x scale, world space */
/* Parabolic approximation */
float a = dot(N[2] - N[0], V[0] - V[2]);
float b = dot(N[2] - N[1], V[1] - V[2]);
float c = dot(N[1] - N[0], V[1] - V[0]);
float h = a * u * (u - 1) + (a + b + c) * u * v + b * v * (v - 1);
/* Check flipped normals */
if (dot(n, Ng) > 0) {
/* Local linear envelope */
float h0 = max(max(dot(V[1] - V[0], N[0]), dot(V[2] - V[0], N[0])), 0.0f);
float h1 = max(max(dot(V[0] - V[1], N[1]), dot(V[2] - V[1], N[1])), 0.0f);
float h2 = max(max(dot(V[0] - V[2], N[2]), dot(V[1] - V[2], N[2])), 0.0f);
h0 = max(dot(V[0] - P, N[0]) + h0, 0.0f);
h1 = max(dot(V[1] - P, N[1]) + h1, 0.0f);
h2 = max(dot(V[2] - P, N[2]) + h2, 0.0f);
h = max(min(min(h0, h1), h2), h * 0.5f);
}
else {
float h0 = max(max(dot(V[0] - V[1], N[0]), dot(V[0] - V[2], N[0])), 0.0f);
float h1 = max(max(dot(V[1] - V[0], N[1]), dot(V[1] - V[2], N[1])), 0.0f);
float h2 = max(max(dot(V[2] - V[0], N[2]), dot(V[2] - V[1], N[2])), 0.0f);
h0 = max(dot(P - V[0], N[0]) + h0, 0.0f);
h1 = max(dot(P - V[1], N[1]) + h1, 0.0f);
h2 = max(dot(P - V[2], N[2]) + h2, 0.0f);
h = min(-min(min(h0, h1), h2), h * 0.5f);
}
return n * h;
}
/* Ray offset to avoid shadow terminator artifact. */
ccl_device_inline float3 ray_offset_shadow(KernelGlobals *kg, ShaderData *sd, float3 L)
{
float NL = dot(sd->N, L);
bool transmit = (NL < 0.0f);
float3 Ng = (transmit ? -sd->Ng : sd->Ng);
float3 P = ray_offset(sd->P, Ng);
if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && (sd->shader & SHADER_SMOOTH_NORMAL)) {
const float offset_cutoff =
kernel_tex_fetch(__objects, sd->object).shadow_terminator_geometry_offset;
/* Do ray offset (heavy stuff) only for close to be terminated triangles:
* offset_cutoff = 0.1f means that 10-20% of rays will be affected. Also
* make a smooth transition near the threshold. */
if (offset_cutoff > 0.0f) {
float NgL = dot(Ng, L);
float offset_amount = 0.0f;
if (NL < offset_cutoff) {
offset_amount = clamp(2.0f - (NgL + NL) / offset_cutoff, 0.0f, 1.0f);
}
else {
offset_amount = clamp(1.0f - NgL / offset_cutoff, 0.0f, 1.0f);
}
if (offset_amount > 0.0f) {
P += smooth_surface_offset(kg, sd, Ng) * offset_amount;
}
}
}
return P;
}
#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
/* ToDo: Move to another file? */
ccl_device int intersections_compare(const void *a, const void *b)

View File

@@ -462,7 +462,7 @@ ccl_device_inline int bsdf_sample(KernelGlobals *kg,
else {
/* Shadow terminator offset. */
const float frequency_multiplier =
kernel_tex_fetch(__objects, sd->object).shadow_terminator_offset;
kernel_tex_fetch(__objects, sd->object).shadow_terminator_shading_offset;
if (frequency_multiplier > 1.0f) {
*eval *= shift_cos_in(dot(*omega_in, sc->N), frequency_multiplier);
}
@@ -488,12 +488,9 @@ ccl_device_inline
const float3 omega_in,
float *pdf)
{
/* For curves use the smooth normal, particularly for ribbons the geometric
* normal gives too much darkening otherwise. */
const float3 Ng = (sd->type & PRIMITIVE_ALL_CURVE) ? sd->N : sd->Ng;
float3 eval;
if (dot(Ng, omega_in) >= 0.0f) {
if (dot(sd->N, omega_in) >= 0.0f) {
switch (sc->type) {
case CLOSURE_BSDF_DIFFUSE_ID:
case CLOSURE_BSDF_BSSRDF_ID:
@@ -589,7 +586,7 @@ ccl_device_inline
}
/* Shadow terminator offset. */
const float frequency_multiplier =
kernel_tex_fetch(__objects, sd->object).shadow_terminator_offset;
kernel_tex_fetch(__objects, sd->object).shadow_terminator_shading_offset;
if (frequency_multiplier > 1.0f) {
eval *= shift_cos_in(dot(omega_in, sc->N), frequency_multiplier);
}

View File

@@ -61,8 +61,8 @@ ccl_device_forceinline float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderCl
const MicrofacetBsdf *bsdf = (const MicrofacetBsdf *)sc;
float3 N = bsdf->N;
float NdotI = dot(N, I); /* in Cycles/OSL convention I is omega_out */
float NdotO = dot(N, omega_in); /* and consequently we use for O omaga_in ;) */
float NdotI = dot(N, I); /* in Cycles/OSL convention I is omega_out */
float NdotO = dot(N, omega_in); /* and consequently we use for O omaga_in ;) */
float out = 0.0f;

View File

@@ -237,7 +237,7 @@ ccl_device bool curve_intersect_iterative(const float3 ray_dir,
return false; /* Rejects NaNs */
}
/* Backface culling. */
/* Back-face culling. */
const float3 R = normalize(Q - P);
const float3 U = dradiusdu * R + dPdu;
const float3 V = cross(dPdu, R);
@@ -458,10 +458,12 @@ ccl_device_inline bool cylinder_culling_test(const float2 p1, const float2 p2, c
return num * num <= r * r * den2;
}
/*! Intersects a ray with a quad with backface culling
* enabled. The quad v0,v1,v2,v3 is split into two triangles
* v0,v1,v3 and v2,v3,v1. The edge v1,v2 decides which of the two
* triangles gets intersected. */
/**
* Intersects a ray with a quad with back-face culling
* enabled. The quad v0,v1,v2,v3 is split into two triangles
* v0,v1,v3 and v2,v3,v1. The edge v1,v2 decides which of the two
* triangles gets intersected.
*/
ccl_device_inline bool ribbon_intersect_quad(const float ray_tfar,
const float3 quad_v0,
const float3 quad_v1,

View File

@@ -66,7 +66,7 @@ ccl_device_noinline void motion_triangle_shader_setup(
sd->P = motion_triangle_refine_local(kg, sd, isect, ray, verts);
}
else
#endif /* __BVH_LOCAL__*/
#endif /* __BVH_LOCAL__*/
{
sd->P = motion_triangle_refine(kg, sd, isect, ray, verts);
}

View File

@@ -138,7 +138,7 @@ ccl_device_inline float4 primitive_surface_attribute_float4(KernelGlobals *kg,
ccl_device_inline bool primitive_is_volume_attribute(const ShaderData *sd,
const AttributeDescriptor desc)
{
return (sd->object != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL);
return sd->type == PRIMITIVE_VOLUME;
}
ccl_device_inline float primitive_volume_attribute_float(KernelGlobals *kg,

View File

@@ -22,7 +22,7 @@
CCL_NAMESPACE_BEGIN
/* normal on triangle */
/* Normal on triangle. */
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
{
/* load triangle vertices */
@@ -40,7 +40,7 @@ ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
}
}
/* point and normal on triangle */
/* Point and normal on triangle. */
ccl_device_inline void triangle_point_normal(
KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
{
@@ -75,6 +75,22 @@ ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3
P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
}
/* Triangle vertex locations and vertex normals */
ccl_device_inline void triangle_vertices_and_normals(KernelGlobals *kg,
int prim,
float3 P[3],
float3 N[3])
{
const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
N[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
N[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
N[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
}
/* Interpolate smooth vertex normal from vertices */
ccl_device_inline float3

View File

@@ -72,14 +72,22 @@ ccl_device float4 volume_attribute_float4(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc)
{
/* todo: optimize this so we don't have to transform both here and in
* kernel_tex_image_interp_3d when possible. Also could optimize for the
* common case where transform is translation/scale only. */
float3 P = sd->P;
object_inverse_position_transform(kg, sd, &P);
InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
INTERPOLATION_NONE;
return kernel_tex_image_interp_3d(kg, desc.offset, P, interp);
if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
return kernel_tex_fetch(__attributes_float3, desc.offset);
}
else if (desc.element == ATTR_ELEMENT_VOXEL) {
/* todo: optimize this so we don't have to transform both here and in
* kernel_tex_image_interp_3d when possible. Also could optimize for the
* common case where transform is translation/scale only. */
float3 P = sd->P;
object_inverse_position_transform(kg, sd, &P);
InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
INTERPOLATION_NONE;
return kernel_tex_image_interp_3d(kg, desc.offset, P, interp);
}
else {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
#endif

View File

@@ -40,7 +40,7 @@ ccl_device_noinline void compute_light_pass(
/* Evaluate surface shader. */
shader_eval_surface(kg, sd, &state, NULL, state.flag);
/* TODO, disable more closures we don't need besides transparent */
/* TODO: disable more closures we don't need besides transparent. */
shader_bsdf_disable_transparency(kg, sd);
/* Init ray. */

View File

@@ -176,8 +176,7 @@ ccl_device_noinline_cpu bool direct_emission(KernelGlobals *kg,
if (ls->shader & SHADER_CAST_SHADOW) {
/* setup ray */
bool transmit = (dot(sd->Ng, ls->D) < 0.0f);
ray->P = ray_offset(sd->P, (transmit) ? -sd->Ng : sd->Ng);
ray->P = ray_offset_shadow(kg, sd, ls->D);
if (ls->t == FLT_MAX) {
/* distant light */

View File

@@ -64,7 +64,7 @@ typedef struct KernelGlobals {
OSLThreadData *osl_tdata;
# endif
/* **** Run-time data **** */
/* **** Run-time data **** */
/* Heap-allocated storage for transparent shadows intersections. */
Intersection *transparent_shadow_intersections;

View File

@@ -35,7 +35,7 @@
CCL_NAMESPACE_BEGIN
/* Spherical coordinates <-> Cartesian direction */
/* Spherical coordinates <-> Cartesian direction. */
ccl_device float2 direction_to_spherical(float3 dir)
{

View File

@@ -79,7 +79,7 @@ ccl_device void enqueue_ray_index_local(
{
int lidx = ccl_local_id(1) * ccl_local_size(0) + ccl_local_id(0);
/* Get local queue id .*/
/* Get local queue id. */
unsigned int lqidx;
if (enqueue_flag) {
lqidx = atomic_fetch_and_inc_uint32(local_queue_atomics);

View File

@@ -274,7 +274,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
/* primitive */
sd->object = object;
sd->lamp = LAMP_NONE;
/* currently no access to bvh prim index for strand sd->prim*/
/* Currently no access to bvh prim index for strand sd->prim. */
sd->prim = prim;
sd->u = u;
sd->v = v;
@@ -1268,6 +1268,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
sd->num_closure_left = max_closures;
sd->flag = 0;
sd->object_flag = 0;
sd->type = PRIMITIVE_VOLUME;
for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
/* setup shaderdata from stack. it's mostly setup already in

View File

@@ -409,7 +409,7 @@ ccl_device void subsurface_random_walk_coefficients(const ShaderClosure *sc,
ccl_device_forceinline float eval_phase_dwivedi(float v, float phase_log, float cos_theta)
{
/* Eq. 9 from [2] using precomputed log((v + 1) / (v - 1))*/
/* Eq. 9 from [2] using precomputed log((v + 1) / (v - 1)) */
return 1.0f / ((v - cos_theta) * phase_log);
}

View File

@@ -302,7 +302,7 @@ enum PathRayFlag {
PATH_RAY_DIFFUSE_ANCESTOR = (1 << 15),
/* Single pass has been written. */
PATH_RAY_SINGLE_PASS_DONE = (1 << 16),
/* Ray is behind a shadow catcher .*/
/* Ray is behind a shadow catcher. */
PATH_RAY_SHADOW_CATCHER = (1 << 17),
/* Store shadow data for shadow catcher or denoising. */
PATH_RAY_STORE_SHADOW_INFO = (1 << 18),
@@ -689,22 +689,24 @@ typedef enum PrimitiveType {
PRIMITIVE_MOTION_CURVE_THICK = (1 << 3),
PRIMITIVE_CURVE_RIBBON = (1 << 4),
PRIMITIVE_MOTION_CURVE_RIBBON = (1 << 5),
PRIMITIVE_VOLUME = (1 << 6),
/* Lamp primitive is not included below on purpose,
* since it is no real traceable primitive.
*/
PRIMITIVE_LAMP = (1 << 6),
PRIMITIVE_LAMP = (1 << 7),
PRIMITIVE_ALL_TRIANGLE = (PRIMITIVE_TRIANGLE | PRIMITIVE_MOTION_TRIANGLE),
PRIMITIVE_ALL_CURVE = (PRIMITIVE_CURVE_THICK | PRIMITIVE_MOTION_CURVE_THICK |
PRIMITIVE_CURVE_RIBBON | PRIMITIVE_MOTION_CURVE_RIBBON),
PRIMITIVE_ALL_VOLUME = (PRIMITIVE_VOLUME),
PRIMITIVE_ALL_MOTION = (PRIMITIVE_MOTION_TRIANGLE | PRIMITIVE_MOTION_CURVE_THICK |
PRIMITIVE_MOTION_CURVE_RIBBON),
PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE | PRIMITIVE_ALL_CURVE),
PRIMITIVE_ALL = (PRIMITIVE_ALL_TRIANGLE | PRIMITIVE_ALL_CURVE | PRIMITIVE_ALL_VOLUME),
/* Total number of different traceable primitives.
* NOTE: This is an actual value, not a bitflag.
*/
PRIMITIVE_NUM_TOTAL = 6,
PRIMITIVE_NUM_TOTAL = 7,
} PrimitiveType;
#define PRIMITIVE_PACK_SEGMENT(type, segment) ((segment << PRIMITIVE_NUM_TOTAL) | (type))
@@ -1479,7 +1481,8 @@ typedef struct KernelObject {
float cryptomatte_object;
float cryptomatte_asset;
float shadow_terminator_offset;
float shadow_terminator_shading_offset;
float shadow_terminator_geometry_offset;
float pad1, pad2, pad3;
} KernelObject;
static_assert_align(KernelObject, 16);

View File

@@ -317,4 +317,4 @@ class OSLRenderServices : public OSL::RendererServices {
CCL_NAMESPACE_END
#endif /* __OSL_SERVICES_H__ */
#endif /* __OSL_SERVICES_H__ */

View File

@@ -49,7 +49,7 @@ void OSLShader::thread_init(KernelGlobals *kg,
return;
}
/* per thread kernel data init*/
/* Per thread kernel data init. */
kg->osl = osl_globals;
OSL::ShadingSystem *ss = kg->osl->ss;

View File

@@ -68,7 +68,7 @@ typedef ccl_global struct SplitBranchedState {
uint lcg_state;
LocalIntersection ss_isect;
# endif /*__SUBSURFACE__ */
# endif /* __SUBSURFACE__ */
int shared_sample_count; /* number of branched samples shared with other threads */
int original_ray; /* index of original ray when sharing branched samples */

View File

@@ -803,7 +803,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg,
float melanin_redness = stack_load_float_default(
stack, melanin_redness_ofs, data_node2.w);
/* Randomize melanin. */
/* Randomize melanin. */
float random_color = stack_load_float_default(stack, random_color_ofs, data_node3.z);
random_color = clamp(random_color, 0.0f, 1.0f);
float factor_random_color = 1.0f + 2.0f * (random - 0.5f) * random_color;

View File

@@ -220,11 +220,13 @@ ccl_device void svm_node_hair_info(
stack_store_float(stack, out_offset, data);
break;
}
/*case NODE_INFO_CURVE_FADE: {
# if 0
case NODE_INFO_CURVE_FADE: {
data = sd->curve_transparency;
stack_store_float(stack, out_offset, data);
break;
}*/
}
# endif
case NODE_INFO_CURVE_TANGENT_NORMAL: {
data3 = curve_tangent_normal(kg, sd);
stack_store_float3(stack, out_offset, data3);

View File

@@ -182,7 +182,7 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
}
}
else {
/* Desperate mode, no valid choice anyway, fallback to one side.*/
/* Desperate mode, no valid choice anyway, fallback to one side. */
weight.x = 1.0f;
}

View File

@@ -50,24 +50,29 @@ ccl_device void svm_node_vector_rotate(ShaderData *sd,
}
else {
float3 axis;
float axis_length;
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
axis_length = 1.0f;
break;
default:
axis = normalize(stack_load_float3(stack, axis_stack_offset));
axis = stack_load_float3(stack, axis_stack_offset);
axis_length = len(axis);
break;
}
float angle = stack_load_float(stack, angle_stack_offset);
angle = invert ? -angle : angle;
result = (len_squared(axis) != 0.0f) ?
rotate_around_axis(vector - center, axis, angle) + center :
result = (axis_length != 0.0f) ?
rotate_around_axis(vector - center, axis / axis_length, angle) + center :
vector;
}

View File

@@ -333,7 +333,7 @@ static M44d get_interpolated_matrix_for_time(const MatrixSampleMap &samples, chr
chrono_t t = (time - prev_time) / (next_time - prev_time);
/* ensure rotation around the shortest angle */
/* Ensure rotation around the shortest angle. */
if ((prev_rotation ^ next_rotation) < 0) {
next_rotation = -next_rotation;
}

View File

@@ -81,7 +81,7 @@ class Camera : public Node {
/* ** Rolling shutter effect. ** */
/* Defines rolling shutter effect type. */
NODE_SOCKET_API(RollingShutterType, rolling_shutter_type)
/* Specifies exposure time of scanlines when using
/* Specifies exposure time of scan-lines when using
* rolling shutter effect.
*/
NODE_SOCKET_API(float, rolling_shutter_duration)

View File

@@ -48,6 +48,7 @@ void ConstantFolder::make_constant(float value) const
foreach (ShaderInput *sock, output->links) {
sock->set(value);
sock->constant_folded_in = true;
}
graph->disconnect(output);
@@ -59,6 +60,7 @@ void ConstantFolder::make_constant(float3 value) const
foreach (ShaderInput *sock, output->links) {
sock->set(value);
sock->constant_folded_in = true;
}
graph->disconnect(output);

View File

@@ -676,8 +676,8 @@ void GeometryManager::update_attribute_element_offset(Geometry *geom,
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK &&
desc.flags & ATTR_SUBDIVIDED) {
/* indices for subdivided attributes are retrieved
* from patch table so no need for correction here*/
/* Indices for subdivided attributes are retrieved
* from patch table so no need for correction here. */
}
else if (element == ATTR_ELEMENT_VERTEX)
offset -= mesh->vert_offset;

View File

@@ -79,7 +79,11 @@ enum ShaderNodeSpecialType {
class ShaderInput {
public:
ShaderInput(const SocketType &socket_type_, ShaderNode *parent_)
: socket_type(socket_type_), parent(parent_), link(NULL), stack_offset(SVM_STACK_INVALID)
: socket_type(socket_type_),
parent(parent_),
link(NULL),
stack_offset(SVM_STACK_INVALID),
constant_folded_in(false)
{
}
@@ -111,6 +115,10 @@ class ShaderInput {
ShaderNode *parent;
ShaderOutput *link;
int stack_offset; /* for SVM compiler */
/* Keeps track of whether a constant was folded in this socket, to avoid over-optimizing when the
* link is null. */
bool constant_folded_in;
};
/* Output

View File

@@ -16,8 +16,10 @@
#include "render/image_vdb.h"
#include "util/util_logging.h"
#include "util/util_openvdb.h"
#ifdef WITH_OPENVDB
# include <openvdb/openvdb.h>
# include <openvdb/tools/Dense.h>
#endif
#ifdef WITH_NANOVDB
@@ -26,6 +28,57 @@
CCL_NAMESPACE_BEGIN
#ifdef WITH_OPENVDB
struct NumChannelsOp {
int num_channels = 0;
template<typename GridType, typename FloatGridType, typename FloatDataType, int channels>
bool operator()(const openvdb::GridBase::ConstPtr &)
{
num_channels = channels;
return true;
}
};
struct ToDenseOp {
openvdb::CoordBBox bbox;
void *pixels;
template<typename GridType, typename FloatGridType, typename FloatDataType, int channels>
bool operator()(const openvdb::GridBase::ConstPtr &grid)
{
openvdb::tools::Dense<FloatDataType, openvdb::tools::LayoutXYZ> dense(bbox,
(FloatDataType *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<GridType>(grid), dense);
return true;
}
};
# ifdef WITH_NANOVDB
struct ToNanoOp {
nanovdb::GridHandle<> nanogrid;
template<typename GridType, typename FloatGridType, typename FloatDataType, int channels>
bool operator()(const openvdb::GridBase::ConstPtr &grid)
{
if constexpr (!std::is_same_v<GridType, openvdb::MaskGrid>) {
try {
nanogrid = nanovdb::openToNanoVDB(
FloatGridType(*openvdb::gridConstPtrCast<GridType>(grid)));
}
catch (const std::exception &e) {
VLOG(1) << "Error converting OpenVDB to NanoVDB grid: " << e.what();
}
return true;
}
else {
return false;
}
}
};
# endif
#endif
VDBImageLoader::VDBImageLoader(const string &grid_name) : grid_name(grid_name)
{
}
@@ -41,98 +94,40 @@ bool VDBImageLoader::load_metadata(const ImageDeviceFeatures &features, ImageMet
return false;
}
/* Get number of channels from type. */
NumChannelsOp op;
if (!openvdb::grid_type_operation(grid, op)) {
return false;
}
metadata.channels = op.num_channels;
/* Set data type. */
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
/* NanoVDB expects no inactive leaf nodes. */
/*openvdb::FloatGrid &pruned_grid = *openvdb::gridPtrCast<openvdb::FloatGrid>(grid);
openvdb::tools::pruneInactive(pruned_grid.tree());
nanogrid = nanovdb::openToNanoVDB(pruned_grid);*/
ToNanoOp op;
if (!openvdb::grid_type_operation(grid, op)) {
return false;
}
nanogrid = std::move(op.nanogrid);
}
# endif
/* Set dimensions. */
bbox = grid->evalActiveVoxelBoundingBox();
if (bbox.empty()) {
return false;
}
/* Set dimensions. */
openvdb::Coord dim = bbox.dim();
metadata.width = dim.x();
metadata.height = dim.y();
metadata.depth = dim.z();
/* Set data type. */
if (grid->isType<openvdb::FloatGrid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(*openvdb::gridConstPtrCast<openvdb::FloatGrid>(grid));
}
# endif
}
else if (grid->isType<openvdb::Vec3fGrid>()) {
metadata.channels = 3;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(*openvdb::gridConstPtrCast<openvdb::Vec3fGrid>(grid));
}
# endif
}
else if (grid->isType<openvdb::BoolGrid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::FloatGrid(*openvdb::gridConstPtrCast<openvdb::BoolGrid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::DoubleGrid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::FloatGrid(*openvdb::gridConstPtrCast<openvdb::DoubleGrid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::Int32Grid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::FloatGrid(*openvdb::gridConstPtrCast<openvdb::Int32Grid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::Int64Grid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::FloatGrid(*openvdb::gridConstPtrCast<openvdb::Int64Grid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::Vec3IGrid>()) {
metadata.channels = 3;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::Vec3fGrid(*openvdb::gridConstPtrCast<openvdb::Vec3IGrid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::Vec3dGrid>()) {
metadata.channels = 3;
# ifdef WITH_NANOVDB
if (features.has_nanovdb) {
nanogrid = nanovdb::openToNanoVDB(
openvdb::Vec3fGrid(*openvdb::gridConstPtrCast<openvdb::Vec3dGrid>(grid)));
}
# endif
}
else if (grid->isType<openvdb::MaskGrid>()) {
metadata.channels = 1;
# ifdef WITH_NANOVDB
return false; // Unsupported
# endif
}
else {
return false;
}
# ifdef WITH_NANOVDB
if (nanogrid) {
metadata.byte_size = nanogrid.size();
@@ -200,45 +195,10 @@ bool VDBImageLoader::load_pixels(const ImageMetaData &, void *pixels, const size
else
# endif
{
if (grid->isType<openvdb::FloatGrid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::FloatGrid>(grid), dense);
}
else if (grid->isType<openvdb::Vec3fGrid>()) {
openvdb::tools::Dense<openvdb::Vec3f, openvdb::tools::LayoutXYZ> dense(
bbox, (openvdb::Vec3f *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::Vec3fGrid>(grid), dense);
}
else if (grid->isType<openvdb::BoolGrid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::BoolGrid>(grid), dense);
}
else if (grid->isType<openvdb::DoubleGrid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::DoubleGrid>(grid), dense);
}
else if (grid->isType<openvdb::Int32Grid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::Int32Grid>(grid), dense);
}
else if (grid->isType<openvdb::Int64Grid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::Int64Grid>(grid), dense);
}
else if (grid->isType<openvdb::Vec3IGrid>()) {
openvdb::tools::Dense<openvdb::Vec3f, openvdb::tools::LayoutXYZ> dense(
bbox, (openvdb::Vec3f *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::Vec3IGrid>(grid), dense);
}
else if (grid->isType<openvdb::Vec3dGrid>()) {
openvdb::tools::Dense<openvdb::Vec3f, openvdb::tools::LayoutXYZ> dense(
bbox, (openvdb::Vec3f *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::Vec3dGrid>(grid), dense);
}
else if (grid->isType<openvdb::MaskGrid>()) {
openvdb::tools::Dense<float, openvdb::tools::LayoutXYZ> dense(bbox, (float *)pixels);
openvdb::tools::copyToDense(*openvdb::gridConstPtrCast<openvdb::MaskGrid>(grid), dense);
}
ToDenseOp op;
op.pixels = pixels;
op.bbox = bbox;
openvdb::grid_type_operation(grid, op);
}
return true;
#else

View File

@@ -4374,7 +4374,7 @@ NODE_DEFINE(HairInfoNode)
SOCKET_OUT_FLOAT(intercept, "Intercept");
SOCKET_OUT_FLOAT(thickness, "Thickness");
SOCKET_OUT_NORMAL(tangent_normal, "Tangent Normal");
#if 0 /*output for minimum hair width transparency - deactivated */
#if 0 /* Output for minimum hair width transparency - deactivated. */
SOCKET_OUT_FLOAT(fade, "Fade");
#endif
SOCKET_OUT_FLOAT(index, "Random");
@@ -4425,12 +4425,12 @@ void HairInfoNode::compile(SVMCompiler &compiler)
if (!out->links.empty()) {
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_TANGENT_NORMAL, compiler.stack_assign(out));
}
/*out = output("Fade");
#if 0
out = output("Fade");
if(!out->links.empty()) {
compiler.add_node(NODE_HAIR_INFO, NODE_INFO_CURVE_FADE, compiler.stack_assign(out));
}*/
}
#endif
out = output("Random");
if (!out->links.empty()) {
int attr = compiler.attribute(ATTR_STD_CURVE_RANDOM);

View File

@@ -93,7 +93,8 @@ NODE_DEFINE(Object)
SOCKET_POINT(dupli_generated, "Dupli Generated", zero_float3());
SOCKET_POINT2(dupli_uv, "Dupli UV", zero_float2());
SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
SOCKET_FLOAT(shadow_terminator_offset, "Terminator Offset", 0.0f);
SOCKET_FLOAT(shadow_terminator_shading_offset, "Shadow Terminator Shading Offset", 0.0f);
SOCKET_FLOAT(shadow_terminator_geometry_offset, "Shadow Terminator Geometry Offset", 0.1f);
SOCKET_STRING(asset_name, "Asset Name", ustring());
SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
@@ -507,7 +508,9 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
kobject.cryptomatte_asset = util_hash_to_float(hash_asset);
}
kobject.shadow_terminator_offset = 1.0f / (1.0f - 0.5f * ob->shadow_terminator_offset);
kobject.shadow_terminator_shading_offset = 1.0f /
(1.0f - 0.5f * ob->shadow_terminator_shading_offset);
kobject.shadow_terminator_geometry_offset = ob->shadow_terminator_geometry_offset;
/* Object flag. */
if (ob->use_holdout) {

View File

@@ -64,7 +64,8 @@ class Object : public Node {
NODE_SOCKET_API(bool, hide_on_missing_motion)
NODE_SOCKET_API(bool, use_holdout)
NODE_SOCKET_API(bool, is_shadow_catcher)
NODE_SOCKET_API(float, shadow_terminator_offset)
NODE_SOCKET_API(float, shadow_terminator_shading_offset)
NODE_SOCKET_API(float, shadow_terminator_geometry_offset)
NODE_SOCKET_API(float3, dupli_generated)
NODE_SOCKET_API(float2, dupli_uv)

View File

@@ -993,7 +993,7 @@ void OSLCompiler::parameter_array(const char *name, const float f[], int arrayle
void OSLCompiler::parameter_color_array(const char *name, const array<float3> &f)
{
/* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
/* NOTE: cycles float3 type is actually 4 floats! need to use an explicit array. */
array<float[3]> table(f.size());
for (int i = 0; i < f.size(); ++i) {

View File

@@ -195,4 +195,4 @@ class OSLCompiler {
CCL_NAMESPACE_END
#endif /* __OSL_H__ */
#endif /* __OSL_H__ */

View File

@@ -209,7 +209,7 @@ class SceneParams {
int curve_subdivisions()
{
/* Matching the tesselation rate limit in Embree. */
/* Matching the tessellation rate limit in Embree. */
return clamp(1 << hair_subdivisions, 1, 16);
}
};

View File

@@ -227,66 +227,25 @@ void Session::run_gpu()
progress.set_render_start_time();
while (!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
const bool no_tiles = !run_update_for_next_iteration();
DeviceKernelStatus kernel_state = DEVICE_KERNEL_UNKNOWN;
if (no_tiles) {
kernel_state = device->get_active_kernel_switch_state();
}
if (params.background) {
/* if no work left and in background mode, we can stop immediately */
if (no_tiles) {
if (params.background) {
/* if no work left and in background mode, we can stop immediately */
progress.set_status("Finished");
break;
}
}
else if (no_tiles && kernel_state == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE) {
reset_gpu(tile_manager.params, params.samples);
if (run_wait_for_work(no_tiles)) {
continue;
}
else {
/* if in interactive mode, and we are either paused or done for now,
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if (!pause && !tile_manager.done()) {
/* reset could have happened after no_tiles was set, before this lock.
* in this case we shall not wait for pause condition
*/
}
else if (pause || no_tiles) {
update_status_time(pause, no_tiles);
while (1) {
scoped_timer pause_timer;
pause_cond.wait(pause_lock);
if (pause) {
progress.add_skip_time(pause_timer, params.background);
}
update_status_time(pause, no_tiles);
progress.set_update();
if (!pause)
break;
}
}
if (progress.get_cancel())
break;
if (progress.get_cancel()) {
break;
}
if (!no_tiles) {
/* update scene */
scoped_timer update_timer;
if (update_scene()) {
profiler.reset(scene->shaders.size(), scene->objects.size());
}
progress.add_skip_time(update_timer, params.background);
if (!device->error_message().empty())
progress.set_error(device->error_message());
@@ -729,82 +688,27 @@ void Session::run_cpu()
last_update_time = time_dt();
last_display_time = last_update_time;
{
/* reset once to start */
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers_mutex);
thread_scoped_lock display_lock(display_mutex);
reset_(delayed_reset.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
while (!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
const bool no_tiles = !run_update_for_next_iteration();
bool need_copy_to_display_buffer = false;
DeviceKernelStatus kernel_state = DEVICE_KERNEL_UNKNOWN;
if (no_tiles) {
kernel_state = device->get_active_kernel_switch_state();
}
if (params.background) {
/* if no work left and in background mode, we can stop immediately */
if (no_tiles) {
if (params.background) {
/* if no work left and in background mode, we can stop immediately */
progress.set_status("Finished");
break;
}
}
else if (no_tiles && kernel_state == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE) {
reset_cpu(tile_manager.params, params.samples);
if (run_wait_for_work(no_tiles)) {
continue;
}
else {
/* if in interactive mode, and we are either paused or done for now,
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if (!pause && delayed_reset.do_reset) {
/* reset once to start */
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers_mutex);
thread_scoped_lock display_lock(display_mutex);
reset_(delayed_reset.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
else if (pause || no_tiles) {
update_status_time(pause, no_tiles);
while (1) {
scoped_timer pause_timer;
pause_cond.wait(pause_lock);
if (pause) {
progress.add_skip_time(pause_timer, params.background);
}
update_status_time(pause, no_tiles);
progress.set_update();
if (!pause)
break;
}
}
if (progress.get_cancel())
break;
if (progress.get_cancel()) {
break;
}
if (!no_tiles) {
/* update scene */
scoped_timer update_timer;
if (update_scene()) {
profiler.reset(scene->shaders.size(), scene->objects.size());
}
progress.add_skip_time(update_timer, params.background);
if (!device->error_message().empty())
progress.set_error(device->error_message());
@@ -894,6 +798,63 @@ void Session::run()
progress.set_update();
}
bool Session::run_update_for_next_iteration()
{
thread_scoped_lock scene_lock(scene->mutex);
thread_scoped_lock reset_lock(delayed_reset.mutex);
if (delayed_reset.do_reset) {
thread_scoped_lock buffers_lock(buffers_mutex);
reset_(delayed_reset.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
const bool have_tiles = tile_manager.next();
if (have_tiles) {
scoped_timer update_timer;
if (update_scene()) {
profiler.reset(scene->shaders.size(), scene->objects.size());
}
progress.add_skip_time(update_timer, params.background);
}
return have_tiles;
}
bool Session::run_wait_for_work(bool no_tiles)
{
/* In an offline rendering there is no pause, and no tiles will mean the job is fully done. */
if (params.background) {
return false;
}
thread_scoped_lock pause_lock(pause_mutex);
if (!pause && !no_tiles) {
return false;
}
update_status_time(pause, no_tiles);
while (true) {
scoped_timer pause_timer;
pause_cond.wait(pause_lock);
if (pause) {
progress.add_skip_time(pause_timer, params.background);
}
update_status_time(pause, no_tiles);
progress.set_update();
if (!pause) {
break;
}
}
return no_tiles;
}
bool Session::draw(BufferParams &buffer_params, DeviceDrawParams &draw_params)
{
if (device_use_gl)
@@ -1012,8 +973,6 @@ void Session::wait()
bool Session::update_scene()
{
thread_scoped_lock scene_lock(scene->mutex);
/* update camera if dimensions changed for progressive render. the camera
* knows nothing about progressive or cropped rendering, it just gets the
* image dimensions passed in */
@@ -1252,7 +1211,7 @@ bool Session::update_progressive_refine(bool cancel)
double current_time = time_dt();
if (current_time - last_update_time < params.progressive_update_timeout) {
/* if last sample was processed, we need to write buffers anyway */
/* If last sample was processed, we need to write buffers anyway. */
if (!write && sample != 1)
return false;
}

View File

@@ -178,6 +178,9 @@ class Session {
void run();
bool run_update_for_next_iteration();
bool run_wait_for_work(bool no_tiles);
void update_status_time(bool show_pause = false, bool show_done = false);
void render(bool use_denoise);

View File

@@ -304,7 +304,7 @@ int SVMCompiler::stack_assign(ShaderOutput *output)
int SVMCompiler::stack_assign_if_linked(ShaderInput *input)
{
if (input->link)
if (input->link || input->constant_folded_in)
return stack_assign(input);
return SVM_STACK_INVALID;

View File

@@ -223,12 +223,14 @@ ccl_device_inline ssef fastpow24(const ssef &arg)
ssef x = fastpow<0x3F4CCCCD, 0x4F55A7FB>(arg); // error max = 0.17 avg = 0.0018 |avg| = 0.05
ssef arg2 = arg * arg;
ssef arg4 = arg2 * arg2;
x = improve_5throot_solution(x,
arg4); /* error max = 0.018 avg = 0.0031 |avg| = 0.0031 */
x = improve_5throot_solution(x,
arg4); /* error max = 0.00021 avg = 1.6e-05 |avg| = 1.6e-05 */
x = improve_5throot_solution(x,
arg4); /* error max = 6.1e-07 avg = 5.2e-08 |avg| = 1.1e-07 */
/* error max = 0.018 avg = 0.0031 |avg| = 0.0031 */
x = improve_5throot_solution(x, arg4);
/* error max = 0.00021 avg = 1.6e-05 |avg| = 1.6e-05 */
x = improve_5throot_solution(x, arg4);
/* error max = 6.1e-07 avg = 5.2e-08 |avg| = 1.1e-07 */
x = improve_5throot_solution(x, arg4);
return x * (x * x);
}

View File

@@ -129,7 +129,7 @@ class DebugFlags {
DEVICE_NONE,
/* All OpenCL devices will be used. */
DEVICE_ALL,
/* Default system OpenCL device will be used. */
/* Default system OpenCL device will be used. */
DEVICE_DEFAULT,
/* Host processor will be used. */
DEVICE_CPU,

View File

@@ -243,7 +243,7 @@ ccl_device float fast_sinpif(float x)
const float P = 3.584135056f; /* P = 16-4*Q */
return y * (Q + P * fabsf(y));
/* The original article used used inferior constants for Q and P and
/* The original article used inferior constants for Q and P and
* so had max error 1.091e-3.
*
* The optimal value for Q was determined by exhaustive search, minimizing

View File

@@ -25,6 +25,42 @@ namespace openvdb {
using Vec4fTree = tree::Tree4<Vec4f, 5, 4, 3>::Type;
using Vec4fGrid = Grid<Vec4fTree>;
/* Apply operation to known grid types. */
template<typename OpType>
bool grid_type_operation(const openvdb::GridBase::ConstPtr &grid, OpType &&op)
{
if (grid->isType<openvdb::FloatGrid>()) {
return op.template operator()<openvdb::FloatGrid, openvdb::FloatGrid, float, 1>(grid);
}
else if (grid->isType<openvdb::Vec3fGrid>()) {
return op.template operator()<openvdb::Vec3fGrid, openvdb::Vec3fGrid, openvdb::Vec3f, 3>(grid);
}
else if (grid->isType<openvdb::BoolGrid>()) {
return op.template operator()<openvdb::BoolGrid, openvdb::FloatGrid, float, 1>(grid);
}
else if (grid->isType<openvdb::DoubleGrid>()) {
return op.template operator()<openvdb::DoubleGrid, openvdb::FloatGrid, float, 1>(grid);
}
else if (grid->isType<openvdb::Int32Grid>()) {
return op.template operator()<openvdb::Int32Grid, openvdb::FloatGrid, float, 1>(grid);
}
else if (grid->isType<openvdb::Int64Grid>()) {
return op.template operator()<openvdb::Int64Grid, openvdb::FloatGrid, float, 1>(grid);
}
else if (grid->isType<openvdb::Vec3IGrid>()) {
return op.template operator()<openvdb::Vec3IGrid, openvdb::Vec3fGrid, openvdb::Vec3f, 3>(grid);
}
else if (grid->isType<openvdb::Vec3dGrid>()) {
return op.template operator()<openvdb::Vec3dGrid, openvdb::Vec3fGrid, openvdb::Vec3f, 3>(grid);
}
else if (grid->isType<openvdb::MaskGrid>()) {
return op.template operator()<openvdb::MaskGrid, openvdb::FloatGrid, float, 1>(grid);
}
else {
return false;
}
}
}; // namespace openvdb
#endif

View File

@@ -282,8 +282,8 @@ static CPUCapabilities &system_cpu_capabilities()
/* actual opcode for xgetbv */
__asm__(".byte 0x0f, 0x01, 0xd0" : "=a"(xcr_feature_mask), "=d"(edx) : "c"(0));
# elif defined(_MSC_VER) && defined(_XCR_XFEATURE_ENABLED_MASK)
xcr_feature_mask = (uint32_t)_xgetbv(
_XCR_XFEATURE_ENABLED_MASK); /* min VS2010 SP1 compiler is required */
/* Minimum VS2010 SP1 compiler is required. */
xcr_feature_mask = (uint32_t)_xgetbv(_XCR_XFEATURE_ENABLED_MASK);
# else
xcr_feature_mask = 0;
# endif

View File

@@ -68,7 +68,7 @@ class TaskPool {
/* ** Statistics ** */
/* Time time stamp of first task pushed. */
/* Time stamp of first task pushed. */
double start_time;
/* Number of all tasks pushed to the pool. Cleared after wait_work() and cancel(). */
@@ -88,7 +88,7 @@ class TaskScheduler {
/* Approximate number of threads that will work on task, which may be lower
* or higher than the actual number of threads. Use as little as possible and
* leave splitting up tasks to the scheduler.. */
* leave splitting up tasks to the scheduler. */
static int num_threads();
protected:

View File

@@ -155,6 +155,9 @@ if(WITH_HEADLESS OR WITH_GHOST_SDL)
endif()
elseif(APPLE AND NOT WITH_GHOST_X11)
if(WITH_INPUT_IME)
add_definitions(-DWITH_INPUT_IME)
endif()
list(APPEND SRC
intern/GHOST_DisplayManagerCocoa.mm
intern/GHOST_SystemCocoa.mm
@@ -285,16 +288,37 @@ elseif(WITH_GHOST_X11 OR WITH_GHOST_WAYLAND)
${dbus_INCLUDE_DIRS}
)
include(CheckSymbolExists)
set(CMAKE_REQUIRED_DEFINITIONS "-D_GNU_SOURCE")
check_symbol_exists(memfd_create "sys/mman.h" HAVE_MEMFD_CREATE)
if (HAVE_MEMFD_CREATE)
add_definitions(-DHAVE_MEMFD_CREATE)
endif()
list(APPEND SRC
intern/GHOST_SystemWayland.cpp
intern/GHOST_WindowWayland.cpp
intern/GHOST_SystemWayland.h
intern/GHOST_WaylandCursorSettings.h
intern/GHOST_WindowWayland.h
)
pkg_get_variable(WAYLAND_SCANNER wayland-scanner wayland_scanner)
pkg_get_variable(WAYLAND_PROTOCOLS_DIR wayland-protocols pkgdatadir)
pkg_check_modules(wayland-protocols wayland-protocols>=1.15)
if (${wayland-protocols_FOUND})
pkg_get_variable(WAYLAND_PROTOCOLS_DIR wayland-protocols pkgdatadir)
else()
find_path(WAYLAND_PROTOCOLS_DIR
NAMES unstable/xdg-decoration/xdg-decoration-unstable-v1.xml
PATH_SUFFIXES share/wayland-protocols
)
endif()
if (NOT EXISTS ${WAYLAND_PROTOCOLS_DIR})
message(FATAL_ERROR "path to wayland-protocols not found")
endif()
# Generate protocols bindings.
macro(generate_protocol_bindings NAME PROT_DEF)
@@ -484,10 +508,15 @@ if(WITH_XR_OPENXR)
)
elseif(UNIX AND NOT APPLE)
list(APPEND XR_PLATFORM_DEFINES -DXR_OS_LINUX)
if (WITH_GL_EGL)
list(APPEND XR_PLATFORM_DEFINES -DXR_USE_PLATFORM_EGL)
else()
list(APPEND XR_PLATFORM_DEFINES -DXR_USE_PLATFORM_XLIB)
if (WITH_GHOST_WAYLAND)
list(APPEND XR_PLATFORM_DEFINES -DXR_USE_PLATFORM_WAYLAND)
endif()
if (WITH_GHOST_X11)
if (WITH_GL_EGL)
list(APPEND XR_PLATFORM_DEFINES -DXR_USE_PLATFORM_EGL)
else()
list(APPEND XR_PLATFORM_DEFINES -DXR_USE_PLATFORM_XLIB)
endif()
endif()
endif()

View File

@@ -96,7 +96,7 @@ extern GHOST_TSuccess GHOST_DisposeEventConsumer(GHOST_EventConsumerHandle consu
* \param systemhandle: The handle to the system.
* \return The number of milliseconds.
*/
extern GHOST_TUns64 GHOST_GetMilliSeconds(GHOST_SystemHandle systemhandle);
extern uint64_t GHOST_GetMilliSeconds(GHOST_SystemHandle systemhandle);
/**
* Installs a timer.
@@ -110,8 +110,8 @@ extern GHOST_TUns64 GHOST_GetMilliSeconds(GHOST_SystemHandle systemhandle);
* \return A timer task (0 if timer task installation failed).
*/
extern GHOST_TimerTaskHandle GHOST_InstallTimer(GHOST_SystemHandle systemhandle,
GHOST_TUns64 delay,
GHOST_TUns64 interval,
uint64_t delay,
uint64_t interval,
GHOST_TimerProcPtr timerProc,
GHOST_TUserDataPtr userData);
@@ -133,7 +133,7 @@ extern GHOST_TSuccess GHOST_RemoveTimer(GHOST_SystemHandle systemhandle,
* \param systemhandle: The handle to the system.
* \return The number of displays.
*/
extern GHOST_TUns8 GHOST_GetNumDisplays(GHOST_SystemHandle systemhandle);
extern uint8_t GHOST_GetNumDisplays(GHOST_SystemHandle systemhandle);
/**
* Returns the dimensions of the main display on this system.
@@ -142,8 +142,8 @@ extern GHOST_TUns8 GHOST_GetNumDisplays(GHOST_SystemHandle systemhandle);
* \param height: A pointer the height gets put in.
*/
extern void GHOST_GetMainDisplayDimensions(GHOST_SystemHandle systemhandle,
GHOST_TUns32 *width,
GHOST_TUns32 *height);
uint32_t *width,
uint32_t *height);
/**
* Returns the dimensions of all displays combine
@@ -154,8 +154,8 @@ extern void GHOST_GetMainDisplayDimensions(GHOST_SystemHandle systemhandle,
* \param height: A pointer the height gets put in.
*/
extern void GHOST_GetAllDisplayDimensions(GHOST_SystemHandle systemhandle,
GHOST_TUns32 *width,
GHOST_TUns32 *height);
uint32_t *width,
uint32_t *height);
/**
* Create a new window.
@@ -178,10 +178,10 @@ extern void GHOST_GetAllDisplayDimensions(GHOST_SystemHandle systemhandle,
extern GHOST_WindowHandle GHOST_CreateWindow(GHOST_SystemHandle systemhandle,
GHOST_WindowHandle parent_windowhandle,
const char *title,
GHOST_TInt32 left,
GHOST_TInt32 top,
GHOST_TUns32 width,
GHOST_TUns32 height,
int32_t left,
int32_t top,
uint32_t width,
uint32_t height,
GHOST_TWindowState state,
bool is_dialog,
GHOST_TDrawingContextType type,
@@ -360,13 +360,13 @@ extern GHOST_TSuccess GHOST_HasCursorShape(GHOST_WindowHandle windowhandle,
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetCustomCursorShape(GHOST_WindowHandle windowhandle,
GHOST_TUns8 *bitmap,
GHOST_TUns8 *mask,
uint8_t *bitmap,
uint8_t *mask,
int sizex,
int sizey,
int hotX,
int hotY,
GHOST_TUns8 canInvertColor);
bool canInvertColor);
/**
* Returns the visibility state of the cursor.
@@ -391,8 +391,8 @@ extern GHOST_TSuccess GHOST_SetCursorVisibility(GHOST_WindowHandle windowhandle,
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_GetCursorPosition(GHOST_SystemHandle systemhandle,
GHOST_TInt32 *x,
GHOST_TInt32 *y);
int32_t *x,
int32_t *y);
/**
* Updates the location of the cursor (location in screen coordinates).
@@ -403,8 +403,8 @@ extern GHOST_TSuccess GHOST_GetCursorPosition(GHOST_SystemHandle systemhandle,
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetCursorPosition(GHOST_SystemHandle systemhandle,
GHOST_TInt32 x,
GHOST_TInt32 y);
int32_t x,
int32_t y);
/**
* Grabs the cursor for a modal operation, to keep receiving
@@ -467,7 +467,7 @@ extern void GHOST_setNDOFDeadZone(float deadzone);
/**
* Tells if the ongoing drag'n'drop object can be accepted upon mouse drop
*/
extern void GHOST_setAcceptDragOperation(GHOST_WindowHandle windowhandle, GHOST_TInt8 canAccept);
extern void GHOST_setAcceptDragOperation(GHOST_WindowHandle windowhandle, bool canAccept);
/**
* Returns the event type.
@@ -481,7 +481,7 @@ extern GHOST_TEventType GHOST_GetEventType(GHOST_EventHandle eventhandle);
* \param eventhandle: The handle to the event.
* \return The event generation time.
*/
extern GHOST_TUns64 GHOST_GetEventTime(GHOST_EventHandle eventhandle);
extern uint64_t GHOST_GetEventTime(GHOST_EventHandle eventhandle);
/**
* Returns the window this event was generated on,
@@ -507,7 +507,7 @@ extern GHOST_TimerProcPtr GHOST_GetTimerProc(GHOST_TimerTaskHandle timertaskhand
/**
* Changes the timer callback.
* \param timertaskhandle: The handle to the timertask.
* \param timertaskhandle: The handle to the timer-task.
* \param timerProc: The timer callback.
*/
extern void GHOST_SetTimerProc(GHOST_TimerTaskHandle timertaskhandle,
@@ -515,14 +515,14 @@ extern void GHOST_SetTimerProc(GHOST_TimerTaskHandle timertaskhandle,
/**
* Returns the timer user data.
* \param timertaskhandle: The handle to the timertask.
* \param timertaskhandle: The handle to the timer-task.
* \return The timer user data.
*/
extern GHOST_TUserDataPtr GHOST_GetTimerTaskUserData(GHOST_TimerTaskHandle timertaskhandle);
/**
* Changes the time user data.
* \param timertaskhandle: The handle to the timertask.
* \param timertaskhandle: The handle to the timer-task.
* \param userdata: The timer user data.
*/
extern void GHOST_SetTimerTaskUserData(GHOST_TimerTaskHandle timertaskhandle,
@@ -595,7 +595,7 @@ void GHOST_DisposeRectangle(GHOST_RectangleHandle rectanglehandle);
* \param width: The new width of the client area of the window.
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetClientWidth(GHOST_WindowHandle windowhandle, GHOST_TUns32 width);
extern GHOST_TSuccess GHOST_SetClientWidth(GHOST_WindowHandle windowhandle, uint32_t width);
/**
* Resizes client rectangle height.
@@ -603,7 +603,7 @@ extern GHOST_TSuccess GHOST_SetClientWidth(GHOST_WindowHandle windowhandle, GHOS
* \param height: The new height of the client area of the window.
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetClientHeight(GHOST_WindowHandle windowhandle, GHOST_TUns32 height);
extern GHOST_TSuccess GHOST_SetClientHeight(GHOST_WindowHandle windowhandle, uint32_t height);
/**
* Resizes client rectangle.
@@ -613,8 +613,8 @@ extern GHOST_TSuccess GHOST_SetClientHeight(GHOST_WindowHandle windowhandle, GHO
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetClientSize(GHOST_WindowHandle windowhandle,
GHOST_TUns32 width,
GHOST_TUns32 height);
uint32_t width,
uint32_t height);
/**
* Converts a point in screen coordinates to client rectangle coordinates
@@ -624,25 +624,19 @@ extern GHOST_TSuccess GHOST_SetClientSize(GHOST_WindowHandle windowhandle,
* \param outX: The x-coordinate in the client rectangle.
* \param outY: The y-coordinate in the client rectangle.
*/
extern void GHOST_ScreenToClient(GHOST_WindowHandle windowhandle,
GHOST_TInt32 inX,
GHOST_TInt32 inY,
GHOST_TInt32 *outX,
GHOST_TInt32 *outY);
extern void GHOST_ScreenToClient(
GHOST_WindowHandle windowhandle, int32_t inX, int32_t inY, int32_t *outX, int32_t *outY);
/**
* Converts a point in screen coordinates to client rectangle coordinates
* Converts a point in client rectangle coordinates to screen coordinates.
* \param windowhandle: The handle to the window.
* \param inX: The x-coordinate in the client rectangle.
* \param inY: The y-coordinate in the client rectangle.
* \param outX: The x-coordinate on the screen.
* \param outY: The y-coordinate on the screen.
*/
extern void GHOST_ClientToScreen(GHOST_WindowHandle windowhandle,
GHOST_TInt32 inX,
GHOST_TInt32 inY,
GHOST_TInt32 *outX,
GHOST_TInt32 *outY);
extern void GHOST_ClientToScreen(
GHOST_WindowHandle windowhandle, int32_t inX, int32_t inY, int32_t *outX, int32_t *outY);
/**
* Returns the state of the window (normal, minimized, maximized).
@@ -667,7 +661,7 @@ extern GHOST_TSuccess GHOST_SetWindowState(GHOST_WindowHandle windowhandle,
* \return Indication of success.
*/
extern GHOST_TSuccess GHOST_SetWindowModifiedState(GHOST_WindowHandle windowhandle,
GHOST_TUns8 isUnsavedChanges);
bool isUnsavedChanges);
/**
* Sets the order of the window (bottom, top).
@@ -758,14 +752,14 @@ extern void GHOST_SetTabletAPI(GHOST_SystemHandle systemhandle, GHOST_TTabletAPI
* \param rectanglehandle: The handle to the rectangle.
* \return width of the rectangle
*/
extern GHOST_TInt32 GHOST_GetWidthRectangle(GHOST_RectangleHandle rectanglehandle);
extern int32_t GHOST_GetWidthRectangle(GHOST_RectangleHandle rectanglehandle);
/**
* Access to rectangle height.
* \param rectanglehandle: The handle to the rectangle.
* \return height of the rectangle
*/
extern GHOST_TInt32 GHOST_GetHeightRectangle(GHOST_RectangleHandle rectanglehandle);
extern int32_t GHOST_GetHeightRectangle(GHOST_RectangleHandle rectanglehandle);
/**
* Gets all members of the rectangle.
@@ -775,11 +769,8 @@ extern GHOST_TInt32 GHOST_GetHeightRectangle(GHOST_RectangleHandle rectanglehand
* \param r: Pointer to return right coordinate in.
* \param b: Pointer to return bottom coordinate in.
*/
extern void GHOST_GetRectangle(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 *l,
GHOST_TInt32 *t,
GHOST_TInt32 *r,
GHOST_TInt32 *b);
extern void GHOST_GetRectangle(
GHOST_RectangleHandle rectanglehandle, int32_t *l, int32_t *t, int32_t *r, int32_t *b);
/**
* Sets all members of the rectangle.
@@ -789,11 +780,8 @@ extern void GHOST_GetRectangle(GHOST_RectangleHandle rectanglehandle,
* \param r: requested right coordinate of the rectangle.
* \param b: requested bottom coordinate of the rectangle.
*/
extern void GHOST_SetRectangle(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 l,
GHOST_TInt32 t,
GHOST_TInt32 r,
GHOST_TInt32 b);
extern void GHOST_SetRectangle(
GHOST_RectangleHandle rectanglehandle, int32_t l, int32_t t, int32_t r, int32_t b);
/**
* Returns whether this rectangle is empty.
@@ -818,7 +806,7 @@ extern GHOST_TSuccess GHOST_IsValidRectangle(GHOST_RectangleHandle rectanglehand
* \param rectanglehandle: The handle to the rectangle.
* \param i: The amount of offset given to each extreme (negative values shrink the rectangle).
*/
extern void GHOST_InsetRectangle(GHOST_RectangleHandle rectanglehandle, GHOST_TInt32 i);
extern void GHOST_InsetRectangle(GHOST_RectangleHandle rectanglehandle, int32_t i);
/**
* Does a union of the rectangle given and this rectangle.
@@ -835,9 +823,7 @@ extern void GHOST_UnionRectangle(GHOST_RectangleHandle rectanglehandle,
* \param x: The x-coordinate of the point.
* \param y: The y-coordinate of the point.
*/
extern void GHOST_UnionPointRectangle(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 x,
GHOST_TInt32 y);
extern void GHOST_UnionPointRectangle(GHOST_RectangleHandle rectanglehandle, int32_t x, int32_t y);
/**
* Returns whether the point is inside this rectangle.
@@ -848,8 +834,8 @@ extern void GHOST_UnionPointRectangle(GHOST_RectangleHandle rectanglehandle,
* \return Success value (true if point is inside).
*/
extern GHOST_TSuccess GHOST_IsInsideRectangle(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 x,
GHOST_TInt32 y);
int32_t x,
int32_t y);
/**
* Returns whether the rectangle is inside this rectangle.
@@ -868,8 +854,8 @@ extern GHOST_TVisibility GHOST_GetRectangleVisibility(
* \param cy: Requested center y-coordinate of the rectangle.
*/
extern void GHOST_SetCenterRectangle(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 cx,
GHOST_TInt32 cy);
int32_t cx,
int32_t cy);
/**
* Sets rectangle members.
@@ -881,11 +867,8 @@ extern void GHOST_SetCenterRectangle(GHOST_RectangleHandle rectanglehandle,
* \param w: requested width of the rectangle.
* \param h: requested height of the rectangle.
*/
extern void GHOST_SetRectangleCenter(GHOST_RectangleHandle rectanglehandle,
GHOST_TInt32 cx,
GHOST_TInt32 cy,
GHOST_TInt32 w,
GHOST_TInt32 h);
extern void GHOST_SetRectangleCenter(
GHOST_RectangleHandle rectanglehandle, int32_t cx, int32_t cy, int32_t w, int32_t h);
/**
* Clips a rectangle.
@@ -903,14 +886,14 @@ extern GHOST_TSuccess GHOST_ClipRectangle(GHOST_RectangleHandle rectanglehandle,
* \param selection: Boolean to return the selection instead, X11 only feature.
* \return clipboard data
*/
extern GHOST_TUns8 *GHOST_getClipboard(int selection);
extern char *GHOST_getClipboard(bool selection);
/**
* Put data to the Clipboard
* \param buffer: the string buffer to set.
* \param selection: Set the selection instead, X11 only feature.
*/
extern void GHOST_putClipboard(GHOST_TInt8 *buffer, int selection);
extern void GHOST_putClipboard(const char *buffer, bool selection);
/**
* Toggles console
@@ -942,7 +925,7 @@ extern float GHOST_GetNativePixelSize(GHOST_WindowHandle windowhandle);
/**
* Returns the suggested DPI for this window.
*/
extern GHOST_TUns16 GHOST_GetDPIHint(GHOST_WindowHandle windowhandle);
extern uint16_t GHOST_GetDPIHint(GHOST_WindowHandle windowhandle);
/**
* Enable IME attached to the given window, i.e. allows user-input
@@ -956,12 +939,8 @@ extern GHOST_TUns16 GHOST_GetDPIHint(GHOST_WindowHandle windowhandle);
* - true: Start a new composition.
* - false: Move the IME windows to the given position without finishing it.
*/
extern void GHOST_BeginIME(GHOST_WindowHandle windowhandle,
GHOST_TInt32 x,
GHOST_TInt32 y,
GHOST_TInt32 w,
GHOST_TInt32 h,
int complete);
extern void GHOST_BeginIME(
GHOST_WindowHandle windowhandle, int32_t x, int32_t y, int32_t w, int32_t h, bool complete);
/**
* Disable the IME attached to the given window, i.e. prohibits any user-input
* events from being dispatched to the IME.
@@ -1076,7 +1055,7 @@ void GHOST_XrDestroyActionSet(GHOST_XrContextHandle xr_context, const char *acti
*/
int GHOST_XrCreateActions(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const GHOST_XrActionInfo *infos);
/**
@@ -1084,7 +1063,7 @@ int GHOST_XrCreateActions(GHOST_XrContextHandle xr_context,
*/
void GHOST_XrDestroyActions(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const char *const *action_names);
/**
@@ -1092,7 +1071,7 @@ void GHOST_XrDestroyActions(GHOST_XrContextHandle xr_context,
*/
int GHOST_XrCreateActionSpaces(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const GHOST_XrActionSpaceInfo *infos);
/**
@@ -1100,7 +1079,7 @@ int GHOST_XrCreateActionSpaces(GHOST_XrContextHandle xr_context,
*/
void GHOST_XrDestroyActionSpaces(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const GHOST_XrActionSpaceInfo *infos);
/**
@@ -1108,7 +1087,7 @@ void GHOST_XrDestroyActionSpaces(GHOST_XrContextHandle xr_context,
*/
int GHOST_XrCreateActionBindings(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const GHOST_XrActionProfileInfo *infos);
/**
@@ -1116,7 +1095,7 @@ int GHOST_XrCreateActionBindings(GHOST_XrContextHandle xr_context,
*/
void GHOST_XrDestroyActionBindings(GHOST_XrContextHandle xr_context,
const char *action_set_name,
GHOST_TUns32 count,
uint32_t count,
const GHOST_XrActionProfileInfo *infos);
/**
@@ -1138,7 +1117,7 @@ int GHOST_XrSyncActions(GHOST_XrContextHandle xr_context, const char *action_set
int GHOST_XrApplyHapticAction(GHOST_XrContextHandle xr_context,
const char *action_set_name,
const char *action_name,
const GHOST_TInt64 *duration,
const int64_t *duration,
const float *frequency,
const float *amplitude);

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