Commit Graph

126652 Commits

Author SHA1 Message Date
Ray Molenkamp
8daebd807c Cleanup: CMake: fix superfluous extern_curve_fit_nd in bf_editor_curve
Missed in 4718c084e6bff645d169a5fa587bce228bf8fadb it already has
bf::extern::curve_fit_nd so extern_curve_fit_nd isn't needed.
2023-08-03 09:25:32 -06:00
Julian Eisel
6764e69491 UI: Add asset shelf Python UI template
Adds a new "Ui Asset Shelf" template to the script editor, demonstrating
how scripts can register own asset shelves. The asset shelf is designed
as a new standard UI element that add-ons, application templates and the
like can use, so this is useful. It's also useful as a quick way to test
and customize the asset shelf.

The script is only available in the UI if the "Asset Shelf" experimental
feature is enabled in the Preferences.
2023-08-03 17:16:10 +02:00
Julian Eisel
94fdafe906 Sculpt/UI: Experimental asset shelf for brush assets in sculpt mode
With the "Extended Asset Browser" and "Asset Shelf" experimental
features enabled, an asset shelf will now be displayed in sculpt mode.
This is useful for testing and development for the brush assets project,
see #101895.

Approved as part of #104831, then split off as separate commit.
2023-08-03 17:13:38 +02:00
Hans Goudey
dc7979a056 Cleanup: Make geometry set naming more consistent
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.

Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.

Pull Request: https://projects.blender.org/blender/blender/pulls/110738
2023-08-03 17:09:18 +02:00
Miguel Pozo
26d75293e8 EEVEE Next: Fix: Render region
` RenderData::border` and `View3d::render_border` are independent of each other.
Render region can be enabled even if the `V3D_RENDER_BORDER` flag is disabled.
And using the viewport render border shouldn't disable the camera view outer borders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110761
2023-08-03 17:08:23 +02:00
Julian Eisel
268d322e7c BKE: Bump subversion for versioning in previous commit 2023-08-03 17:07:22 +02:00
Julian Eisel
8b19477e9c UI: Support asset shelves in 3D Views
The previous commit introduced all the basic bits and pieces necessary
to support asset shelves as experimental feature, but didn't actually
add support for any specific editor. With this commit asset shelves can
be registered in 3D Views, which should soon be used by the Pose Library
add-on to replace its previous UI in the sidebar (see
blender/blender-addons#104546). Note that until then, there will still be no
actual asset shelf to display.

Also adds:
- Toggle to hide/unhide the asset shelf under "View" -> "Asset Shelf"
- 3D View theme settings for the asset shelf regions.

None of the changes are visible if the experimental option for the asset
shelf is not enabled.

Approved as part of #104831, then split off as separate commit.

Pull Request: #110767
2023-08-03 16:59:50 +02:00
Julian Eisel
98142f5e35 UI: Asset Shelf Support (Experimental Feature)
No user visible changes expected, except of new experimental feature
option.

------------------------------------------------------------------------------

This introduces asset shelves as a new standard UI element for accessing
assets. Based on the current context (like the active mode and/or tool), they
can provide assets for specific workflows/tasks. As such they are more limited
in functionality than the asset browser, but a lot more efficient for certain
tasks.

The asset shelf is developed as part of the brush assets project (see #101895),
but is also meant to replace the current pose library UI.

Support for asset shelves can quite easily be added to different editor types,
the following commit will add support for the 3D View. If an editor type
supports asset shelves, add-ons can chose to register an asset shelf type for
an editor with just a few lines of Python.

It should be possible to entirely remove `UILayout.asset_view_template()` once
asset shelves are non-experimental.

Some changes are to be expected still, see #107881.

Task: #102879
Brush asset workflow blog post: https://code.blender.org/2022/12/brush-assets-workflow/
Initial technical documentation: https://developer.blender.org/docs/asset_system/user_interface/asset_shelf/

Pull Request: #104831
2023-08-03 16:54:39 +02:00
Hans Goudey
733f90bd24 Geometry Nodes: Rename "Operator" context to "Tool"
"Tool" is a more friendly word with mostly the same meaning within
Blender. Eventually it should be possible to create active tools with
node groups anyway, so the distinction isn't even helpful.

See #101778
2023-08-03 10:51:37 -04:00
Ray Molenkamp
4718c084e6 Cleanup: CMake: Modernize bf_extern_curve_fit_nd dependencies
Pretty straightforward

- Remove any curve_fit_nd paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/110762
2023-08-03 16:50:25 +02:00
Clément Foucault
0dc3318ffd EEVEE-Next: Irradiance Bake: Virtual Offset
Implement capture point bias. This offsets the capture
points to reduce the amount bad capture locations (i.e.:
inside objects, near walls etc...).

Two new parameters are added:
- Capture Surface Bias: Ensure a minimum distance between
capture points and surrounding geometry. This is expressed as the
relative distance between two capture point. Requires re-bake
to take effect.
- Capture Escape Bias: Moves capture points enclosed inside
objects above the nearest surface. This bias defines how far a
capture point can be moved for escaping the object. This is
expressed as the relative distance between two capture point.
Requires re-bake to take effect.

This is called virtual offset in the reference material.

A quick prepass runs before the baking to offset the samples away
from any surface that could potentially make bad samples.

In order to speedup the process, we create cluster list of surfels
near each irradiance grid point. This allow access to neighboring
surfels that can contribute to the virtual offset which should
never be more than half a cell wide.

Pull Request: https://projects.blender.org/blender/blender/pulls/110355
2023-08-03 16:47:05 +02:00
Miguel Pozo
567a2e5a6f EEVEE Next: Overscan support
Add overscan support for both viewport and final renders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110313
2023-08-03 16:19:08 +02:00
Hans Goudey
eabff37483 Mesh: Add API functions to assign vertex normals
A few places already calculated vertex normals with better contextual
information to improve performance. To allow changing the storage of
vertex normals more (mostly for improved caching), change some code
from "get normals, set values, clear dirty flag" to "make vertex
normals data, give to mesh". This makes the API less awkward too,
since previously the "get for write" and "clear dirty" calls always
had to be separated.

Pull Request: https://projects.blender.org/blender/blender/pulls/110754
2023-08-03 16:13:04 +02:00
Clément Foucault
8e33b20de9 EEVEE-Next: Irradiance Bake: Add validity based dilation
Implement invalid sample points filling. Improves invalid regions
but introduce light leak.

Grid sample points are considered invalid if they have a ratio of
front-face ray hit under the given threshold. This is a post-processing
pass on the baked lighting that fills dark regions produced by
invalid sample location (e.g.: inside walls) with valid neighbor
samples data.

Two new parameters are added:

- Dilation Threshold: Validity threshold under which grid samples are
considered invalid. Invalid samples will gather valid lighting data
from valid neighbors inside the dilation radius.
- Dilation Radius: Radius of the dilation process. Expressed in grid
sample distance.

The validity of each point is progressively refined just like the
lighting data during the baking process.

The dilation process is implemented as a post-processing pass during
the loading of the grid data into the irradiance atlas. This allows
live tweaking the dilation parameters.

Pull Request: https://projects.blender.org/blender/blender/pulls/110386
2023-08-03 15:48:33 +02:00
Clément Foucault
17db856686 EEVEE-Next: Ray-tracing Denoise Pipeline
This is a full rewrite of the raytracing denoise pipeline. It uses the
same principle as before but now uses compute shaders for every stages
and a tile base approach. More aggressive filtering is needed since we
are moving towards having no prefiltered screen radiance buffer. Thus
we introduce a temporal denoise and a bilateral denoise stage to the
denoising. These are optionnal and can be disabled.

Note that this patch does not include any tracing part and only samples
the reflection probes. It is focused on denoising only. Tracing will
come in another PR.

The motivation for this is that having hardware raytracing support
means we can't prefilter the radiance in screen space so we have to
have better denoising. Also this means we can have better surface
appearance with support for other BxDF model than GGX. Also GGX support
is improved.

Technically, the new denoising fixes some implementation mistake the
old pipeline did. It separates all 3 stages (spatial, temporal,
bilateral) and use random sampling for all stages hoping to create
a noisy enough (but still stable) output so that the TAA soaks the
remaining noise. However that's not always the case. Depending on the
nature of the scene, the input can be very high frequency and might
create lots of flickering. That why another solution needs to be found
for the higher roughness material as denoising them becomes expensive
and low quality.

Pull Request: https://projects.blender.org/blender/blender/pulls/110117
2023-08-03 15:32:06 +02:00
Alexander Gavrilov
36c6bcca1a Python API: expose the math mapping vertex positions to B-Bone segments.
Recently a user expressed interest in exporting baked animation
with B-Bone segments. Currently the python API already exposes
segment matrices via a PoseBone method, but there is no access
to the mapping of vertices to the segments.

Although currently the math is simple and easy to re-implement,
forcing Python add-ons to do that would cause a maintenance issue
if the mapping is ever changed later (it's quite dumb, ignoring
the rest pose curve, and there definitely is room for improvement).

This patch extracts the relevant math into a BKE function, and
exposes it in the python API as a new PoseBone method.

Pull Request: https://projects.blender.org/blender/blender/pulls/105419
2023-08-03 14:44:39 +02:00
Christoph Lendenfeld
0d7b0045c6 Animation: Graph Editor curve drawing performance improvement
In current blender, when drawing curves in the Graph Editor,
it always iterates over the whole curve.
From first to last vertex no matter what is shown on screen.
Instead of that, find the bounding keyframes and iterate within them.

Additionally to that, break apart the logic into two sections
* first iterate over keyframes and add `float2` into a `Vector`
* then iterate over all those points and draw them

The second optimization is to make the Bezier resolution
dependent on the keyframe distance in screenspace.
Previously it just went off the distance between keys in frames,
but that doesn't make sense if you are zoomed out.

## Performance Numbers
The following performance numbers are the
average time **per curve** on a mocap file of 6000f (each frame has a key).
The numbers were generated **without** showing keyframes to only focus
on the performance of this patch.
Also they are from a debug build, so they just make sense relative to each other

| - | before | after |
| - | - | - |
| zoomed in | ~1000μs | ~77μs |
| zoomed out | ~1000μs | ~430μs |

This only affects the actual curves.
Keyframe and handle drawing can likely still be improved

Pull Request: https://projects.blender.org/blender/blender/pulls/110301
2023-08-03 14:43:21 +02:00
Clément Foucault
ba444218ac Cleanup: Editors: Remove unused code 2023-08-03 14:23:46 +02:00
Guillermo
5b3398a673 Fix #110161: Crash on dragging a Speaker NLA strip
`NLASTRIP_TYPE_TRANSITION` was being used incorrectly as a flag, having
`NLASTRIP_TYPE_TRANSITION=1` and `NLASTRIP_TYPE_SOUND=3` in the enum
`eNlaStrip_Type`, when evaluating `NLASTRIP_TYPE_SOUND &
NLASTRIP_TYPE_TRANSITION` gives a invalid truish value.

Also `strips` that can't be placed were freed, but no removed from the
`strips list`, this will cause a error if the `strip` is at begin
or end of the list.

Pull Request: https://projects.blender.org/blender/blender/pulls/110605
2023-08-03 14:19:49 +02:00
Christoph Lendenfeld
c4631644ee Fix #108961: Wrong Label and Tooltip for Timeline
The property label on the Timeline for showing only channels
from selected objects was wrong,
indicating it shows only keyframes from selected channels.

This fixes it by using the same label and description as the dope sheet uses.

Pull Request: https://projects.blender.org/blender/blender/pulls/110569
2023-08-03 14:16:08 +02:00
Jacques Lucke
9b54e7cc7f Fix: free nullptr in grease pencil 2023-08-03 13:22:41 +02:00
Jacques Lucke
359f8d0559 Fix compiler error in stubs because some headers are now C++
All the stubs used to be extern "C", now a few of them are not anymore.
E.g. `paint_is_face_hidden`.
2023-08-03 13:16:36 +02:00
Clément Foucault
d8a860b605 Cleanup: Editors: Remove unused ED_screen_preview_render
This was introduced before workspaces were a thing.
It isn't used anymore and is easy to bring back if needed.
2023-08-03 12:52:43 +02:00
Miguel Pozo
9db289924f EEVEE Next: Motion Blur fixes
Fix motion blur for viewport re-projection and final image renders.

Pull Request: https://projects.blender.org/blender/blender/pulls/110114
2023-08-03 12:48:12 +02:00
Campbell Barton
0af370a62d Cleanup: use C++ style sizeof(struct::member) instead of casting nullptr 2023-08-03 20:23:01 +10:00
Campbell Barton
bbf073c4ed Cleanup: use POINTER_FROM_INT for PyGetSetDef definitions
This makes it clear '(void *)0' represents a zero index instead of
a value that's typically nullptr when ignored.
2023-08-03 20:04:04 +10:00
Falk David
13e9f553b9 Cleanup: GPv3: Use references in editor functions
Instead of using pointers for these functions, they should be using
references (in most cases) and let the caller make sure that the
layer actually exists.
2023-08-03 11:51:59 +02:00
Amelie Fondevilla
655b2b6c2c GPv3: Delete grease pencil frames
Implementation of the delete frame operator for grease pencil channels.
Changes in the GreasePencil::remove_frame_at function so that it returns a boolean.

Pull Request: https://projects.blender.org/blender/blender/pulls/110746
2023-08-03 11:49:14 +02:00
Jason Fielder
ee96947abc Fix #110372: Curve edit handles fixed in Metal backend
There were two separate issues occurring here:

With some other recent changes to curve handles, an early exit was
added when the handles should not display, however, this early exit
was not discarding geometry in the Metal implentation, but leaving
values undefined. Resulting in random geometry flickering on screen.
This may not previously have happened in certain modes if the vertex
buffers were zero-initialised up-front (which only happens with certain
debug flags).

Curve handle geometry generation would render incorrectly when
outputting triangleStrips IF the transparent border was disabled.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/110719
2023-08-03 11:34:52 +02:00
Jason Fielder
0f39e46914 DRW: Support optimal prim type for indirect curves in Metal
Adds support for generating curve primtiives avoiding the
use of primtiive restarts. This maixmises geometry performance
when using Metal.

Also ensure that the existing index buffer optimization path is
skipped for indirect draw calls where counts are not known at
submission time.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/109972
2023-08-03 11:19:48 +02:00
Campbell Barton
de391cf811 Cleanup: use nullptr instead of zero 2023-08-03 19:17:43 +10:00
Campbell Barton
c6f3f19648 Cleanup: reduce variable scope when removing in a while loop 2023-08-03 19:17:43 +10:00
Jason Fielder
049f0798a3 Fix #110293: Metal: Resolve tile corruption in Cycles render preview
PixelBuffer required addition of buffer re-allocation during mapping
to avoid host updates over-writing previous in-flight data as required
by the GPU. Changes allow multiple copies of existing pixel data to
be in-flight simultaneously.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/110305
2023-08-03 11:17:04 +02:00
Falk David
110ea98ea2 GPv3: Fix missing tag in frames map
In `Layer::remove_frame` there is a case where the frame is not removed,
but overridden by a null-frame. In this case, the frames map was not
tagged, when it should have been.
2023-08-03 11:13:44 +02:00
Falk David
270a229728 Fix: GPv3: Crash on undo when changing frames map
Changing the frames map would lead to a crash later in undo.
This was because the `frames_storage` was not written to file corectly.

When the `frames_storage` was tagged dirty, it recreated the
`frames_storage.num` as well as the `keys` and `values` pointers.
The `keys` and `values` pointers were written after the update, but
since the `num` is just an `int` in the embeded struct, it was written
before being updated. This lead to an out-of-sync state and later
to the crash.

The fix makes sure we write the struct *after* updating it.
2023-08-03 11:13:44 +02:00
Pratik Borhade
1cf4bc2719 Fix #110694: Edit bones draw as they were in pose mode
During the refactor 4aef0204ac, assignment of overlay color for edit
mode was removed from get_bone_wire_color.

Pull Request: https://projects.blender.org/blender/blender/pulls/110715
2023-08-03 11:03:39 +02:00
Sergey Sharybin
8ea68765fc Fix CUDA error with light linking and emissive world volume
The issue was an out-of-bounds read access when checking whether
the world volume emission needs to be accumulated.

Solution is to check for this case. Done in the generic place, so
that the shade_volume kernel is more readable and no branching
added there, and there is no impact on scenes without the light
linking.

Assume that the world emissive volume belongs to the default light
linking group, as there is no way to link it explicitly to anything.

Pull Request: https://projects.blender.org/blender/blender/pulls/110733
2023-08-03 07:54:06 +02:00
Hans Goudey
a049f3b5df Cleanup: Use references for mesh extraction render data and cache 2023-08-02 23:59:31 -04:00
Hans Goudey
55970fa367 Cleanup: Simplify mesh triangle material counting
Use `parallel_for` instead of the C threading API, extract some
constant checks from hot loops, and use `EnumerableThreadSpecific`
for thread-local storage.

Pull Request: https://projects.blender.org/blender/blender/pulls/105940
2023-08-03 05:02:36 +02:00
Hans Goudey
9cad2e8771 Fix #110682: Loading old files crashes from missing DNA rename
Missing in 5e9ea9243b33916e693c5a4b900bcaf214882a96
2023-08-02 22:26:10 -04:00
Campbell Barton
19e698cc39 Cleanup: use C++ includes, various non-functional changes for C++ 2023-08-03 09:44:28 +10:00
Campbell Barton
8c8ff6b85b Cleanup: spelling in comments, use C-style comments 2023-08-03 09:44:28 +10:00
Hans Goudey
8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Germano Cavalcante
72d7e3e684 Fix Compiler Error in Clang
```
error: type 'float' cannot be narrowed to 'int' in initializer list [-Wc++11-narrowing]
```
2023-08-02 16:26:34 -03:00
Julian Eisel
8662575f40 UI: Avoid slight text color flashing while clicking preview tiles
Text of preview-tile widgets would change color while pressing the mouse
button on them, this wasn't useful and just made the UI feel glitchy.
The widget background already indicates the state well.

Preview-tile widgets are currently only used in the asset view template.
More usages will be introduced in the asset-shelf patch (#104831).
2023-08-02 21:09:06 +02:00
Germano Cavalcante
c59ba19c0b Fix #110722: Wrong value when starting a transformation
Caused by 5ed14e9269.

That commit accidentally removed the `copy_v2_v2_int(t->mval, mval);`
line which was responsible for initializing the value of `mval`.
2023-08-02 15:51:55 -03:00
Germano Cavalcante
f1d44dd64a Transform: Refactor: Use float vector type for 'TransInfo::mval'
In most cases float access is required for this member.
2023-08-02 15:35:09 -03:00
Germano Cavalcante
e423fd469d Cleanup: Move int to float conversions outside the function
The function doesn't actually use the `int` value, so the parameter
already comes as `float`, this avoids unnecessary conversions.
2023-08-02 15:25:22 -03:00
Germano Cavalcante
897f6523ab Cleanup: Remove unnecessary parameter in 'transform_fn' callback
That `const int[2]` parameter is `t->mval` accessed in a different way
and many times it is not even used.

tmp
2023-08-02 15:04:12 -03:00