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Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
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This reverts commit fd94e033446c72fb92048a9864c1d539fccde59a.
does not compile against latest master.
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Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
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Using displacement runs the shader eval kernel, but since OptiX modules are not loaded when
baking is active, those were not available and therefore failed to launch. This fixes that by falling
back to the CUDA kernels.
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Convert curve vec and curve rgb shader nodes to geometry nodes, based on node_shader_valToRgb.cc implementation.
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Make variable naming consistent with struct names.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11382
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Issue is that due to the strange definition of render in grease pencil
(meaning should be rendered similar to rendering). This included normal
viewport rendering in OB_RENDER and OpenGL render in OB_RENDER.
For other rendering modes the overlay vertex opacity would be used. This
patch sets this value to 1 when rendering via a scene strip override.
NOTE: that this isn't a good solution as I expect that users want to use
the opacity of the Grease pencil object. Perhaps the GPencil team has a
better solution for it.
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Found during researching {T86956}.
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Tool settings for sequencer were not initialized, which caused crash
when adding strips.
There was fix for same issue in versioning rB0f81dafe6cec, but
subversion was not bumped, so files with uninitialized tool settings
may still exist.
Add `SEQ_tool_settings_get()` accessor function that will initialize
tool settings if they are missing. Change operator code to use
`SEQ_tool_settings_fit_method_get()` function instead of accessing
tool settings directly
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D11383
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Forgot to initialize the ID types array...
Weird though that this only failed on Windows!
Thanks a lot to @deadpin for helping investigating this.
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This will update active camera based on the maker for each frame.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11358
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Same as with forcefields, accessors should never generate data.
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Do not allow a window to be created that has a top position that
can obscure all or part of title bar. Right and Left edges can
still be specified slightly outside of monitor bounds, but top
edge must be clamped to monitor top.
see D11371 for more details.
https://developer.blender.org/D11371
Reviewed by Ray Molenkamp
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This fallback is an old hack.
It is difficult to have an orientation convention when several random
factors determine which one should be used.
In this case, to "fix" the problem, a new behavior had to be implemented.
Now the redo when moving the camera in `Camera View` has the default
orientation as `View`.
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It does not make sense to maintain automatic constraint selection when
you manually set the constraint.
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Make them more descriptive.
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Deduplicates code by introducing a PlaneDirtortBaseOperation for common logic.
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11273
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Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: JacquesLucke, LazyDodo
Differential Revision: https://developer.blender.org/D11226
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The camera was not checked before doing the export.
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When sound strip is above another strip such as movie strip, it prevents
from rendering movie strip.
This bug was introduced in 0b7744f4da66. Function `must_render_strip()`
checks if there is any strip with `SEQ_BLEND_REPLACE` blending and
considers this strip as lowest strip in stack. Sound strips do have this
blend mode set, which caused the bug.
Remove all sound strips and muted strips from stack collection before
checking with `must_render_strip()` function
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As the property isn't saved and defaults to disabled,
there is no need to set it.
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Simplify adding non-legacy keymap items.
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I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.
Differential Revision: https://developer.blender.org/D11350
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The CoW copy of the node group was not updated correctly after it
changed. Arguably, tagging the node tree could also be part of
`ntreeUpdateTree` (which needs to be called after changes to the
node tree anyway). However, there are many instances where the
depsgraph is tagged explicitly after `ntreeUpdateTree` is called,
so it should be fine here as well. This is similar to what is done
in `snode_dag_update`.
Differential Revision: https://developer.blender.org/D11342
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The wrong matrix function was used and overwrote the custom bone shape
scale instead of reading from it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11330
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When creating Win32 windows, the sizes and placements can be out by a
small amount, mostly noticeable near monitor edges. This is because
Windows 10 includes a thin invisible border (typically 7 pixels) when
determining position. Therefore the correct values can sometimes be
just outside the monitor bounds, but we clamp them at those bounds.
This patch fixes this by first clamping the requested values to monitor
bounds, adjusting for window chrome with AdjustWindowRectEx(), and then
using those adjusted values in CreateWindowExW().
see D11314 for more details.
Differential Revision: https://developer.blender.org/D11314
Reviewed by Ray Molenkamp
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Accessing data through RNA should never implicitely create it. Objects'
and particles' forcefields and collision settings were doing this.
Note that UI code also had to be tweaked to properly handle `None`
(NULL) cases.
Differential Revision: https://developer.blender.org/D11341
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This data (the force fields) are expected to always be there, but they
are currently created on the fly by RNA accessors (typically from UI
draw code), which is extremely wrong way to do it.
Differential Revision: https://developer.blender.org/D11341
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This is an initial change to speed up the calculation of the Occlude eraser. In the future, we can add more optimizations, but at least this increase speed.
Intead to check always the 3 points, the check is skipped if it's not required.
Base in a solution by Philipp Oeser.
This is related to T88412
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Includes fixes to misspelled function names.
Ref D11280
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disabled subcollections
Root of the issue was actually hidden deep in depsgraph itself: it would
not properly update all of its COW IDs using a datablock when depsgraph
decides to evaluate or un-evaluate it.
This would lead to evaluated IDs pointing to either:
- orig IDs when there was an evaluated version of those (annoying bug,
but not a crashing one).
- old address of previously evaluated IDs that no longer exists in the
depsgraph (causing the crash from the report e.g.).
This commit adds an extra step at the end of nodes building, that goes
over all of already existing IDs in the depsgraph to check whether they
do one of the two things above, and tag them for COW update if so.
NOTE: This only affects depsgraph (re-)building, not its evaluation.
This remains consistent with the fact that operations that may change
the depsgraph content (like Collection exclusion etc.) need to trigger a
rebuild.
NOTE: Performances: Worst case scenarii, like (un-)excluding a whole
character collection in a production file, lead to 5% to 10% extra
processing time in depsgraph building. Most of it comming from extra COW
processing (in depsgraph's update in `build_step_finalize`), the detection
loop itself only accounts for 1% to 2% of the whole building time.
Maniphest Tasks: T85752
Differential Revision: https://developer.blender.org/D10907
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This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.
Ref T88055.
Differential Revision: https://developer.blender.org/D11325
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Share the pointer with the original mesh instead, this matches behavior
of all other objects edit-mode data.
Duplicating the edit-mesh pointer makes updates to edit-mesh require
a COPY_ON_WRITE update, which is currently an expensive operation
(copying the entire mesh).
Notes:
- This change is from 802027f3f8f9a83a77134a2b104a25ff3a4ac013
so the edit-meshes object pointer `BMEditMesh.ob` referenced the COW
version of the object. This pointer has since been removed, so the
copy is no longer needed.
- Having a separate edit-mesh pointer could be used so linked duplicates
could have their own generated meshes. For this to be supported,
many other changes would be needed: see D10920.
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Enabled HQ normals workaround for this specific configuration.
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While this doesn't provide any noticeable benefits at the moment,
it allows for geometry updates skipping copy-on-write in edit-mode
in the future.
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Some warnings remain that require larger changes.
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