Age | Commit message (Collapse) | Author |
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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
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Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.
No functional changes.
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It looks like we never generated correct icon previews for images with
float_rects (non-8bit-images). Images from the report were 16bit pngs.
In this case, `icon_preview_startjob` would return early (it only
checked if the ImBuf `rect` was NULL -- which is the case if it has a
`rect_float` instead). This is not neccessary since `icon_copy_rect` is
perfectly capable of taking float rects.
Now correct the check and only return early if both `rect` & `rect_float`
are NULL.
note: this will not refresh icon previews from existing files
automatically. For this, use File > Data Previews > Clear Data-Block
Previews.
Maniphest Tasks: T86210
Differential Revision: https://developer.blender.org/D10601
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Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.
It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.
Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10543
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Preview icons (e.g. material preview or other data-block previews) use the same
background-job code as deferred loading of custom icons/previews. There was a
check to skip preview generation if the render engine does not support preview
rendering mode, which workbench doesn't. However this check should only be used
when actually rendering a preview, not when doing deferred loading.
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Group with other icon preview API functions.
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* Support defining (not necessarily rendering) icons in threads. Needed so the
File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
(cleaner & safer code). Had to do some cleanups and minor refactoring for
that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
ID type doesn't support it (fallback to single threaded). This is for general
sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
because `NC_ASSET` wasn't defined in master yet.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9719
Reviewed by: Bastien Montagne, Brecht Van Lommel
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Apparently the ID pointer can be NULL, which most code here assumes is
not the case. But it's very fragile & finicky, there is one code path
were it's allowed to be NULL.
Add necessary NULL-checks, an assert as sanity check and a comment to
note the possibility of NULL.
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Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.
What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
.blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.
Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea9184221).
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
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No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.
The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).
There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
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Follow our code style guide by using C-comments for text descriptions.
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Note that possibility to pass the new ID pointer as parameter was kept,
as this is needed for some rather specific cases (like in depsgraph/COW,
when copying into already allocated memory).
Part of T71219.
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code.
Besides the NodeTree case (which remains unchanged), the localize code
is only used in one place (to generate previews of shading data-blocks).
This commit introduces a new `LIB_ID_CREATE_LOCAL` option for ID
creation/copying, which essentially implements the behavior of the
removed `BKE_XXX_localize()` functions into regular mainstream ID copy
code. When this option is set:
- new ID is tagged with `LIB_TAG_LOCALIZED`;
- Some ID copying callbacks have specific behaviors, mainly the root
nodetree of shading IDs gets duplicated with specialized
`ntreeLocalize()` function.
Note that I would not consider getting rid of `ntreeLocalize` for now,
this function is recursive, which should ideally never happen within ID
management copying code (this introduces all kind of complications).
No behavioral change expected from this commit.
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`ED_preview_icon_render()` owns the `id_copy` localized ID, so it has to
free it itself.
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Also order sizeof(..) first to promote other values to size_t.
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Since rB329b4c3363e4 a texture preview is not rendered through the
preview.blend and a renderengine anymore [unlike materials etc.]
Alpha wasnt handled in that commit, take that into account now.
sidenote: not sure if we should be looking into drawing alpha with a
checkerboard in the background for texture previews (see texture
previews elsewhere)?
sidenote 2: might also be good to document where the "calculate" and
"invert" alpha options are still used? [looks a bit inconsistent:
compositor uses it, Image Editor as well as Render Engines dont?]
Maniphest Tasks: T77356
Differential Revision: https://developer.blender.org/D7929
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051
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- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
where the value would typically be returned.
Functions renamed:
- BKE_object_material_resize was BKE_material_resize_object
- BKE_object_material_remap was BKE_material_remap_object
- BKE_object_material_remap_calc was BKE_material_remap_object_calc
- BKE_object_material_array_p was BKE_object_material_array
- BKE_object_material_len_p was BKE_object_material_num
- BKE_id_material_array_p was BKE_id_material_array
- BKE_id_material_len_p was BKE_id_material_num
- BKE_id_material_resize was BKE_material_resize_id
- BKE_id_material_append was BKE_material_append_id
- BKE_id_material_pop was BKE_material_pop_id
- BKE_id_material_clear was BKE_material_clear_id
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Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
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Dear developers remember to set your coding environment to use clang-format.
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Old Name New Name
========= =========
init_def_material BKE_materials_init
BKE_material_gpencil_default_free BKE_materials_exit
test_object_materials BKE_object_materials_test
test_all_objects_materials BKE_objects_materials_test_all
give_matarar BKE_object_material_array
give_totcolp BKE_object_material_num
give_current_material_p BKE_object_material_get_p
give_current_material BKE_object_material_get
assign_material BKE_object_material_assign
assign_matarar BKE_object_material_array_assign
give_matarar_id BKE_id_material_array
give_totcolp_id BKE_id_material_num
assign_material_id BKE_id_material_assign
clear_matcopybuf BKE_material_copybuf_clear
free_matcopybuf BKE_material_copybuf_free
copy_matcopybuf BKE_material_copybuf_copy
paste_matcopybuf BKE_material_copybuf_paste
BKE_material_init_gpencil_settings BKE_gpencil_material_attr_init
BKE_material_add_gpencil BKE_gpencil_material_add
BKE_material_gpencil_get BKE_gpencil_material
BKE_material_gpencil_default_get BKE_gpencil_material_default
BKE_material_gpencil_settings_get BKE_gpencil_material_settings
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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5860
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Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
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- Image views.
- Sequencer text strip font.
- Text check for modified/reload.
- Collada image export.
- Brush icons.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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During generating of a material preview with world lighting only the
copy world was being freed. The material was removed from the main, but
was not freed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5224
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T68035 by @luzpaz
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With Eevee the user interface, 3D viewport and small icon materials previews
are rendered on the same GPU. This can lead to some choppy interaction when
dragging sliders. Delaying the icon preview render until the user is done with
that helps a bit, though it's no guarantee.
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This was missing from rBdb5120603f.
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This broken when the new Cycles/Eevee preview scene was added, make it work
the same as before for Grease Pencil now.
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- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
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Can not use evaluated datablock to localize since that could point to
another evaluated datablock, which can not become part of another
dependency graph.
The original code needed to have unkeyed changes preserved, but now
we do have a flush of animation to an active dependency graph, so this
code is not needed anymore.
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