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2022-10-13Fix T101501: Masks are not visible in Image EditorSergey Sharybin
Need to initialize the mask drawing overlays when the new space is created. Otherwise the new space is configured in a way that the splines are not visible and overlay opacity is 0. This change fixes the new masking files created. The currently saved ones need a manual tweak.
2022-09-28Cleanup: decentralize .blend I/O for space typesKévin Dietrich
This adds callbacks to `SpaceType` to make each editor responsible to manage their own .blend I/O, and moves relevant code from `screen.c` to the editors files. Differential Revision: D11069
2022-09-20UV: extend custom grid sizes to set each axis separatelyChris Blackbourn
For example, allows a custom UV grid size of 4 x 12. TODO: Fix snapping with custom UV grid sizes. Manifest Tasks: T78391 Differential Revision: https://developer.blender.org/D16000
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-10Cleanup: replace strncpy with BLI_strncpyCampbell Barton
Also replace strncpy+strcat with BLI_string_join
2022-09-01Cleanup: Remove/replace View Layer macros.Monique Dewanchand
This patch is a cleanup required before refactoring the view layer syncing process {T73411}. * Remove FIRSTBASE. * Remove LASTBASE. * Remove BASACT. * Remove OBEDIT_FROM_WORKSPACE. * Replace OBACT with BKE_view_layer_active_object. * Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15799
2022-08-27Cleanup: pass notifiers as constCampbell Barton
2022-06-20Mask Editor: Add mask blending factor for combined overlaySimon Lenz
This adds a new parameter to the "Combined" overlay mode of the mask editor. The "blending factor" allows users to blend the mask exterior with the original footage to visualise the content of the mask in a more intuitive way. The "Alpha" overlay is unaffected by this change. The existing "Combined" overlay is used like before (covering everything outside the mask in black), but can be blended with the slider in the mask overlay to look at the exterior. This is part of an effort to make mask editing more intuitive & easy to use: https://developer.blender.org/T93097 Differential Revision: https://developer.blender.org/D13284
2022-06-09Cleanup: formatCampbell Barton
2022-06-08Paint: Fix Image Editor Cursor Disappearing (T90120)Joseph Eagar
This patch fixes T90120. The fundamental problem is that 2d and the old 3d paint modes share a single Paint struct, ToolSettings->imapaint. This patch is a temporary fix until the new 3d paint mode (which has its own Paint struct) is released. The patch works by listening for `NC_SCENE|ND_MODE` inside `image_listener` in `space_image.c`. It does not use `ED_space_image_paint_update` since that requires a `bMain.` Instead it calls `paint_cursor_start` (which is promoted to `ED_paint_cursor_start`). `image_paint_poll` is also promoted to an `ED_` function. Reviewed By: Campbell Barton Differential Revision: https://developer.blender.org/D14946 Ref D14946
2022-06-01Merge remote-tracking branch 'origin/blender-v3.2-release'Jesse Yurkovich
2022-06-01Fix T96984: Create new image.browse operator for uiTemplateImage layoutsJesse Yurkovich
The existing BUTTONS_OT_file_browse operator that's used for uiTemplateImage layouts fails to work correctly with UDIM textures. This is mainly due to it not realizing that it must tokenize the filepath before signaling that an update has been made. It also doesn't work correctly when executing its SHIFT-click behavior to open the image in an external application. Lastly, it doesn't set the filters to Images and Movies which is suboptimal for the user. The new operator takes the unique features of BUTTONS_OT_file_browse and creates a customized variant better suited for images. Differential Revision: https://developer.blender.org/D14824
2022-05-27GPU: Remove cached full/scaled image texture.Jeroen Bakker
full scaled image isn't used anymore. It was added to use a different scale when displaying an image in the image editor. This was replaced by the image engine redesign. This change will reduce complexity of {T98375}.
2022-04-28VSE: Add precise drag and drop and strip previewsSebastian Parborg
This patch adds the drag and drop strip previews in the VSE. It also adds two new functions to the drag and drop API. 1. "draw_in_view" for callbacks that wants to draw elements in local viewport coordinates 2. "on_drag_start" that can be used for prefetching data only once at the start of the drag. Reviewed By: Julian, Campbell Differential Revision: http://developer.blender.org/D14560
2022-04-09UDIM: Move UDIM grid controls to the Overlay panelJesse Yurkovich
This change moves the grid panel UI from the View tab up into the Overlay panel. Reasons to move to the Overlay panel include: - Consistency with the grid options in the 3D viewport - The grid has been drawn as an Overlay for quite some time already Additional changes that now make sense to have: - The grid responds to the main Overlay show/hide toggle - Adds a toggle to show/hide the grid which is consistent with overlays in general As before, these grid controls are only available for active UV edit sessions. Differential Revision: https://developer.blender.org/D11862
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-26Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-25Revert "Performance: Remap multiple items in UI"Jeroen Bakker
This reverts commit 948211679f2a0681421160be0d3b90f507bc0be7. This commit introduced some regressions in the test suite. As this change is a core part of blender Bastien and I decided to revert it as the solution isn't clear and needs more investigation. The following tests FAILED: 62 - blendfile_liblink (SEGFAULT) 63 - blendfile_library_overrides (SEGFAULT) It fails in (id_us_ensure_real)
2022-01-25Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-06Cleanup: spelling in commentsCampbell Barton
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-10-20Cleanup: use an array for wmEvent cursor position variablesAaron Carlisle
Use arrays for wmEvent coordinates, this quiets warnings with GCC11. - `x, y` -> `xy`. - `prevx, prevy` -> `prev_xy`. - `prevclickx, prevclicky` -> `prev_click_xy`. There is still some cleanup such as using `copy_v2_v2_int()`, this can be done separately. Reviewed By: campbellbarton, Severin Ref D12901
2021-09-29UI: swap tool and regular headerCampbell Barton
Swap the tool-header and header order so the tool-header so the header is always next to the window edge. Note that files saved in 3.0 will have overlapping headers when opened in any version of Blender before this commit. Reviewed By: Severin, fsiddi Maniphest Tasks: T91536 Ref D12631
2021-09-29UV Editor: Grid and snapping improvementsSiddhartha Jejurkar
Implements T89789, T89792, custom grid (described as dynamic grid in T78389) and UV grid snapping (T78391) Replaces the default UV editor grid with 2 new types of grid : * Custom grid: Allows the user to create an NxN grid, where the value of N is specified by the user. * Subdividing grid: Subdivides the UV editor grid when the user zooms in the viewport and vice versa when zooming out. UV snapping improvements : * Increment snapping: Increment values for snapping are calculated based on which grid type is being used in the UV editor (subdividing or custom). In general the increment value is equal to the distance between 2 visible grid lines. * Absolute grid snap: New toggle added to increment snapping option in the UV editor, allows UV grid snapping during translation. Reviewed By: campbellbarton Ref D12684
2021-09-15Gizmo: add flag to hide the gizmo group during interactionCampbell Barton
This allows a hack to be removed that temporarily overwrote the 3D views gizmo display flag. Also reverse change from fb27a9bb983ce74b8d8f5f871cf0706dd1e25051 that runs poll on modal gizmo groups as there is some risk that the poll function unlinks the gizmo.
2021-08-02WindowManager: Support Dynamic tooltips when dragging.Jeroen Bakker
Originally the operator name was drawn next to the dragging content. After that there was an option to add custom, static text with the dragging content. This patch allows dynamic text to be drawn. The custom text was implemented as out parameter of the poll function what made the code unclear. This patch introduces a tooltip function that separates tooltip generation from the poll function. NOTE: the text should always be returned in its own memory block. This block will be freed after it is copied in the drag struct. Reviewed By: Severin Differential Revision: https://developer.blender.org/D12104
2021-03-27UV Editor: Add cursor center operatorFabrício Luis
This matches cursor center operator from the 3D view. Reviewed By: campbellbarton Resolves T70142 Ref D8271
2021-03-01Cleanup: move some drawing code into ed_draw.cChristoph Lendenfeld
Move some drawing code from `area.c` and `ed_util.c` into `ed_draw.c`. This is to support the new generic slider that wil be used in T81785. No functional changes. Reviewed By: #animation_rigging, #user_interface, Severin, sybren Maniphest Tasks: T81785 Differential Revision: https://developer.blender.org/D9313
2021-02-16Assets: Remove appended asset when dropping operation failsJulian Eisel
When dropping an asset somewhere, it is appended and then a drop operation is called to actually add it to the scene based on current context. If this drop operation fails, the appended data-block is now still in the .blend. The user may not notice and not expect this. Instead idea is to rollback any changes done by dropping code if the operation fails, namely removing the appended data-block again. Adds a new `cancel()` callback which is called if the drop operator returns `OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets on drop failure. Also removes the `free_id_on_error` property of the `NODE_OT_add_group` operator, which was used as ad-hoc solution to get this same behavior.
2021-02-10Cleanup: remove redundant headers in source/blender/editors/Campbell Barton
Remove redundant headers using `./source/tools/utils_maintenance/code_clean.py` Reviewed By: jmonteath Ref D10364
2021-02-09Fix T81206: Do not limit gl texture size in image editorJeroen Bakker
This patch will show textures in the image editor with the maximum available resolution determined by the GPU Hardware/Driver. Currently the size is limited by the user preference texture size limit. An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request gpu textures in the max supported resolution. When this flag isn't set the gpu texture is limited by the user preference setting. When the gl resolution limit is disabled the GPU texture is always created for the max supported resolution. Reviewed By: Clément Foucault Maniphest Tasks: T81206 Differential Revision: https://developer.blender.org/D9160
2021-02-05Image: Flip image operatorPablo Dobarro
This implements an operator to flip the contents of an image buffer. It supports flipping the image horizontally and vertically. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10310
2021-01-25Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-25Fix T84324: Crash when combining two scenes in compositor.Jeroen Bakker
In the CompositorOperation::deinitExecution the viewer could be freed at the same time it was drawn in the image editor or node editor. There is a guard for that but wasn't added during the migration of the two editors to the draw manager.
2021-01-19Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-19Fix T84698: error adding movie clip tracksCampbell Barton
The movie clip's `region->v2d` was being resized by the view2d code, causing mouse cursor to movie-clip coordinate mapping to fail. This commit removes `UI_view2d_region_reinit`, matching the behavior for the image editor's 2D view. Reviewed By: sergey Ref D10106
2021-01-19Cleanup: use 'const' argument for parameter argumentCampbell Barton
2021-01-19UI Code Quality: Use "params" struct for area and region callbacksHans Goudey
These functions with many arguments can be unwieldy. Aside from the obvious issues with rewriting the list of arguments and the opportunities for error and frustration that presents, the long list of arguments make these systems hard to change. So when an argument should be added, someone might skip that and add some hack instead. So, as proposed in T73586#1037210, this patch instead uses a "params" struct for each of these callbacks. - Use param argument for `ARegionType.listener` - Remove unused window field in region listener - Use param argument for `SpaceType.listener` - Use params struct for `ARegionType.message_subscribe` Differential Revision: https://developer.blender.org/D9750
2021-01-05Fix T84053: Mask overlay in image editor not workingJeroen Bakker
The mask overlay wasn't part of the overlay engine. The reasoning nehind this was that more editors used the mask overlay and most of them used old drawing code. This patch adds the mask overlay drawing to the draw overlay engine. This code path will only be used by the image editor VSE, Compositor and Movie Clip editor will still use the previous method. During this patch some alternatives have been researched: 1. `ED_mask_draw_region`: this would lead to different code paths when drawing in the image editor, and some hacks to retrieve the correct framebuffer. 2. Add mask drawing to image engine: Would lead to incorrect color management when viewing the mask. 3. Add mask drawing to image engine and overlay engine: Would lead to duplicated code. 4. Add mask drawing to overlay engine and for combined overlay select the correct framebuffer. Option 4 was chosen as the exception (switching framebuffers) can be done without hacks. The code stays clean.
2020-12-02Fix T83309: Hide metadata when overlays are off.Jeroen Bakker
Inconsistency between overlay popover and implementation. Now the metadata will not be visible when the overlays are turned off.
2020-10-20UV/Image: Remove Legacy DrawingJeroen Bakker
With D8234 a new drawing method for UV/Image editor was introduced. For debugging reasons we left the old drawing method in the code base. This patch will remove the old drawing method. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9011
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-10-07UV/Image Editor: Overlay PopoverJeroen Bakker
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful. The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport. Popover has * UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode) * Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode) * Udim tiles when no image is available. Like the 3d viewport, there will be a editor toggle to enable/disable the overlays For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes. Reviewed By: Julian Eisel, Pablo Vazquez Differential Revision: https://developer.blender.org/D8890
2020-10-02Cleanup: Use enum for return values in context callbacksSybren A. Stüvel
Define enum `eContextResult` and use its values for returns, instead of just returning 1, 0, or -1 (and always having some comment that explains what -1 means). This also cleans up the mixup between returning `0` and `false`, and `1` and `true`. An inconsistency was discovered during this cleanup, and marked with `TODO(sybren)`. It's not fixed here, as it would consititute a functional change. The enum isn't used everywhere, as enums in C and C++ can have different storage sizes. To prevent issues, callback functions are still declared as returning`int`. To at least make things easier to understand for humans, I marked those with `int /*eContextResult*/`. This is a followup of D9090, and is intended to unify how context callbacks return values. This will make it easier to extend the approach in D9090 to those functions. No functional changes. Differential Revision: https://developer.blender.org/D9095
2020-09-16Fix: Showing Meta Data CrashJeroen Bakker
When Showing Meta data for an image where the buffer does not exist (missing file) it crashed. This patch removes the check on the image and only checks the availability of the buffer.
2020-09-15Fix T80775: Image Editor Show Metadata Not WorkingJeroen Bakker
2020-09-11Image Editor: Enable New DrawingJeroen Bakker
This patch reverses use draw manager for image editor the experimental feature. Now the new drawing is enabled by default. Inside the experimental tab in the user preferences there is now an option to revert back to the old drawing method. Using this option we can easilly check if all drawing features have been migrated over. The plan is to remove the legacy drawing before BCon 3.
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-02Fix crash accessing image space properties without an active windowCampbell Barton
2020-08-23Cleanup: GPU: Use explicit clear value in GPU_clear* commandsClément Foucault
This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`. Since we always set the clear value before clearing, it is unecessary to track the clear color state. Moreover, it makes it clearer what we clear the framebuffer to.