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2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: USD/ABC, remove `const` from pass-by-value paramsSybren A. Stüvel
Remove `const` from pass-by-value parameters in function declarations. The variables passed as parameters can never be modified by the function anyway, so declaring them as `const` is meaningless. Having the declaration there could confuse, especially as it suggests it does have a meaning, training people to write meaningless code.
2022-01-06Cleanup: anim, remove `const` declarations from pass-by-value paramsSybren A. Stüvel
Remove `const` from pass-by-value parameters in function declarations. The variables passed as parameters can never be modified by the function anyway, so declaring them as `const` is meaningless. Having the declaration there could confuse, especially as it suggests it does have a meaning, training people to write meaningless code.
2022-01-06Fix (unreported) crash in liboverride after yesterday's commit.Bastien Montagne
Own mistake in rBbfb760e16acb.
2022-01-06Cleanup: move public doc-strings into headersCampbell Barton
Some recent changes re-introduced public-style doc-strings in the source file.
2022-01-06Cleanup: sort cmake file listsCampbell Barton
2022-01-06Cleanup: spelling in commentsCampbell Barton
2022-01-06Correct error when moving doc-strings into headerCampbell Barton
Error in ffc4c126f5416b04a01653e7a03451797b98aba4, which moved doc-strings from implementation into headers. Some changes in BKE_animsys.h needed to done manually as there were already doc-strings in both the header and implementation (with overlapping information). When making these changes some doc-strings were removed unintentionally. Thanks for @sybren for the heads up.
2022-01-06Cleanup: Spelling/grammar in commentsHans Goudey
2022-01-05Fix T94650: LibOverride: Bad handling of (auto)resync in case of single ↵Bastien Montagne
override. Overrides that are not created as part of an override hierarchy should not be handled through (auto)resync at all. users are responsible to hanlde those updates if they need it. This is achieved by flagging overrides created outside of a hierarchical process accordingly, and skipping them during resync process.
2022-01-05LibOverride: Cleanup some code.Bastien Montagne
No functional change.
2022-01-05Fix T94545: support realizing instanced collectionsJacques Lucke
This case wasn't handled in rBf5ce243a56a22d718 correctly. Now `object_get_evaluated_geometry_set` just returns a geometry set that contains the collection instance for collection instance objects.
2022-01-05IDManagement: Add assert against no-main IDs passed to `BKE_id_delete`.Bastien Montagne
This high-level function can only deal with IDs in main, trying to use it to delete/free a no-main ID does nothing.
2022-01-04Fix T94544: crash removing image used as camera background via pythonPhilipp Oeser
Since 2.8, background images are tied to cameras (in 2.79 these were tied to a View3D I think). Code in `BKE_library_id_can_use_idtype` wasnt taking this relation between `Camera` and `Image` into account, thus leading to ID deletion/ unlinking not working properly -- in particular `libblock_remap_data` not doing its thing (and leaving the camera as a user of the image), then things went downhill from there... Now make the "Camera-can-use-an-Image" relation clear in `BKE_library_id_can_use_idtype`. Maniphest Tasks: T94544 Differential Revision: https://developer.blender.org/D13722
2022-01-04Cleanup: Remove bNodeType flag from base registration functionsAaron Carlisle
This flag is only used a few small cases, so instead of setting the flag for every node only set the required flag for the nodes that require it. Mostly the flag is used to set `ntype.flag = NODE_PREVIEW` For nodes that should have previews by default which is only some compositor nodes and some texture nodes. The frame node also sets the `NODE_BACKGROUND` flag. All other nodes were setting a flag of 0 which has no purpose. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13699
2022-01-03Fix T94581: Incorrect geometry delete behavior with instancesHans Goudey
Compare the start of the range to zero to figure out whether the indices for the instances to keep starts at zero. Also rename the selection argument, since it made it seem like the selected indices should be removed rather than kept.
2022-01-03Geometry Nodes: Edge Angle NodeJohnny Matthews
Calculates the angle in radians between two faces that meet at an edge. 0 to PI in either direction with flat being 0 and folded over on itself PI. If there are not 2 faces on the edge, the angle will be 0. For valid edges, the angle is the same as the 'edge angle' overlay. For the Face and Point domain, the node uses simple interpolation to calculate a value. Differential Revision: https://developer.blender.org/D13366
2022-01-03UDIM: Support virtual filenamesJesse Yurkovich
This implements the design detailed in T92696 to support virtual filenames for UDIM textures. Currently, the following 2 substitution tokens are supported: | Token | Meaning | | ----- | ---- | | <UDIM> | 1001 + u-tile + v-tile * 10 | | <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> | Example for u-tile of 3 and v-tile of 1: filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png For image loading, the existing workflow is unchanged. A user can select one or more image files, belonging to one or more UDIM tile sets, and have Blender load them all as it does today. Now the <UVTILE> format is "guessed" just as the <UDIM> format was guessed before. If guessing fails, the user can simply go into the Image Editor and type the proper substitution in the filename. Once typing is complete, Blender will reload the files and correctly fill the tiles. This workflow is new as attempting to fix the guessing in current versions did not really work, and the user was often stuck with a confusing situation. For image saving, the existing workflow is changed slightly. Currently, when saving, a user has to be sure to type the filename of the first tile (e.g. filename.1001.png) to save the entire UDIM set. The number could differ if they start at a different tile etc. This is confusing. Now, the user should type a filename containing the appropriate substitution token. By default Blender will fill in a default name using the <UDIM> token but the user is free to save out images using <UVTILE> if they wish. Differential Revision: https://developer.blender.org/D13057
2021-12-31Fix T94464: video texture is not refreshingJacques Lucke
In the past that worked because the `GPUMaterial` referenced the `ImageUser` from the image node. However, that design was incompatible with the recent node tree update refactor (rB7e712b2d6a0d257d272e). Also, in general it is a bad idea to have references between data that is owned by two different data blocks. This incompatibility was resolved by copying the image user from the node to the `GPUMaterial` (rB28df0107d4a8). Unfortunately, eevee depended on this reference, because the image user on the node was update when the frame changed. Because the image user was copied, the image user in the `GPUMaterial` did not receive the frame update anymore. This frame update is added back by this commit. The main change is that the image user iterator now also iterates over image users in `GPUMaterial`s on material and world data blocks. An issue is that these materials don't exist on the original data blocks and that caused the check in `build_animation_images` in the depsgraph to give the wrong answer. Therefore the check is extended. Right now the check is not optimal, because it results in more depsgraph nodes than are necessary. This can be improved when it becomes cheaper to check if a node tree contains any references to a video texture. The node tree update refactor mentioned before makes it much easier to construct this kind of run-time data from the bottom up, instead of scanning the entire node tree recursively every time some information is needed.
2021-12-31Fix T94416: incorrect handling when nodes are linked in a loopJacques Lucke
This just skips the entire algorithm when there are cycles. In the future, cycles could be handled more gracefully in the algorithm, but for now that's not worth it and is not necessary to fix the bug.
2021-12-30Point Cloud: Optimize bounding box calculationHans Goudey
This is analagous to 6a71b2af66cf10556b21 which did the same thing for mesh data. Two differences are that here the coordinates are simply `float3`, and we account for the radius if it's available. Here I observed a similar performance increase, from 50ms average to 10ms average, with 16 million points, a 5x speedup. The calculation is about 1.4 times faster when no radius is used, down to 7.3ms average. Before, the calculation was only 1.2 times faster.
2021-12-30Fix T94454: Python API curve to mesh use after free without depsgraphHans Goudey
This was caused by a mistake in eb0eb54d9644c5139, which removed the clearing of the curve edit mode pointers that are set when creating the temporary data for the conversion. If they are not cleared, the generic ID free function will also free the edit mode data, which is wrong when the source curve is in edit mode.
2021-12-29Fix (unreported): missing relations update after adding scene time nodeJacques Lucke
This just moves the relations update to a lower level function that is used by other functions. Eventually, the special case for this node should be generalized.
2021-12-29Cleanup: Remove unused DerivedMesh functionsHans Goudey
2021-12-29Geometry Nodes: Support instances in the delete geometry nodeHans Goudey
Ever since the instance domain was added, this was exposed, it just didn't do anything. This patch implements the instances domain in the delete and separate geometry nodes, where it acts on the top-level instances. We act on a mutable instances input, with the idea that eventually copy on write attribute layers will make this less expensive. It also allows us to keep the instance references in place and to do less work in some situations. Ref T93554 Differential Revision: https://developer.blender.org/D13565
2021-12-29Geometry Nodes: Accumulate Fields NodeJohnny Matthews
This function node creates a running total of a given Vector, Float, or Int field. Inputs: - Value: The field to be accumulated - Group Index: The values of this input are used to aggregate the input into separate 'bins', creating multiple accumulations. Outputs: - Leading and Trailing: Returns the running totals starting at either the first value of each accumulations or 0 respectively. - Total: Returns the total accumulation at all positions of the field. There's currently plenty of duplicate work happening when multiple outputs are used that could be optimized by a future refactor to field inputs. Differential Revision: https://developer.blender.org/D12743
2021-12-29Fix: Issues with attribute comparison in geometry nodes testsHans Goudey
A few typos in 17770192fb0c5fddda lead to an incorrect count of custom data layers in the test meshes. We only want to consider layers that are not anonymous, and there was a copy and paste mistake.
2021-12-29Fix T94113: Local view + Geometry Nodes is broken for instancesGermano Cavalcante
`GeometrySet::compute_boundbox_without_instances` may not initialize min max in some cases such as meshes without vertices. This can result in a Bounding Box with impossible dimensions (min=FLT_MAX, max=-FLT_MAX). So repeat the same solution seen in `BKE_object_boundbox_calc_from_mesh` and set boundbox values to zero. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13664
2021-12-29Cleanup: Remove unused node tree "local sync" functionsHans Goudey
2021-12-28Fix T94442: Trim curve node can crash with duplicate pointHans Goudey
The calculation to find the factor between two evaluated points assumed that the points were not at the same location. This assumption is some- what reasonable, since we might expect `lower_bound` to skip those point anyway. However, the report found a case where the first two evaluated points were coincident, and there is no strong reason not to make this safe, so add a check for 0 length before the division.
2021-12-28LibOverride: better handling of the "no override of bones' shapes" case.Bastien Montagne
Also avoid overriding collections of bone shape objects, if possible.
2021-12-28Fix loss of cloth disk cache on reload in library overrides.Alexander Gavrilov
If the override system creates an override record for the cache name (no idea why though), it trashes the disk cache on file load. The reason is that it tries to rename cache files in update handler when assigning the name, and BLI_rename deletes the target file even if both names are the same. This is a safe fix that simply aborts the pointless rename attempt. Differential Revision: https://developer.blender.org/D13679
2021-12-28Fix T94420: deadlock with subsurf modifiersKévin Dietrich
The deadlock was caused as the lock on the Mesh mutex used to compute the subdivision wrapper was not released in some early exits of the function.
2021-12-27Render: move editor/render module to c++Jacques Lucke
Doing this in preparation for some work on asset preview generation. Differential Revision: https://developer.blender.org/D13676
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-26Cleanup: Use array for BKE cursor functionsAaron Carlisle
Missed this function in rB67525b88d2e
2021-12-26Cleanup: Fix compile warningAaron Carlisle
Own mistake in rB67525b88d2e
2021-12-26Docs: Add to and cleanup attribute API docsHans Goudey
Most of the comment block is similar to the text in the source code documentation wiki. It's helpful to have some text in a header file too, so it's closer for programmers already looking at the code. This also uses more consistent syntax and wording in the comments about the attribute API in `GeometryComponent`. Ref T93753 Differential Revision: https://developer.blender.org/D13661
2021-12-25Cleanup: Move customdata.c to C++Hans Goudey
Differential Revision: https://developer.blender.org/D13666
2021-12-25Cleanup: Use array for BKE cursor functionsAaron Carlisle
Differential Revision: https://developer.blender.org/D12962
2021-12-25Cleanup: use new c++ guarded allocator APIAaron Carlisle
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-25Cleanup: Use consistent order for custom data mesh masksHans Goudey
Loops come last in the struct's definition, use the same order when initializing the common masks in customdata.c (they were switched with the poly masks).
2021-12-24Cleanup: Remove misleading commentsHans Goudey
Most of these custom data layers weren't BMesh only, and the one that actually looks to be BMesh only has `BM` in its name.
2021-12-23Cleanup: Remove outdated commentHans Goudey
After rB01df48a983944ab3f8a, this comment no longer applies.
2021-12-23Cleanup: Move hair object type files to C++Hans Goudey
Differential Revision: https://developer.blender.org/D13657
2021-12-23Cleanup: remove BKE_animdata_driver_path_hackSybren A. Stüvel
The `BKE_animdata_driver_path_hack()` function has had almost no effect since rB51b796ff1528, and basically boils down to: ``` return base_path ? base_path : RNA_path_from_ID_to_property(ptr, prop); ``` Since `base_path` was `NULL` in the majority of cases, it's just been replaced by a direct call to `RNA_path_from_ID_to_property()`. The conditional now just appears in one remaining case. This relates to T91387. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D13646
2021-12-23Fix missing type declaration compile errorKévin Dietrich
rBbd3bd776c893 broke compilation here due to missing type declaration for basic types as the source file is not including this header. In any case, it is the responsibility of header files to include headers for types used by value in function parameters or struct definitions.
2021-12-23Cleanup: Remove spline add_point method, refactor mesh to curve nodeHans Goudey
It's better to calculate the size of a spline before creating it, and this should simplify refactoring to a data structure that stores all point attribute contiguously (see T94193). The mesh to curve conversion is simplified slightly now, it creates the curve output after gathering all of the result vertex indices. This should be more efficient too, since it only grows an index vector for each spline, not a whole spline.
2021-12-23Fix: Potential use after scope in curve to mesh nodeHans Goudey
I don't think this has been visible, since I only ran into it after changing other code that affected this. However, some attributes can keep a reference to the source component to use when tagging caches dirty (like the position attribute tagging the normals dirty). Here, the component was created inside a function, then the attributes were used afterwards. Also add some comments warning about this in the header file.
2021-12-22Fix: Missing update when toggling node muteHans Goudey
Toggling node mute doesn't cause node trees to reevaluate after rB7e712b2d6a0d257. Toggling a link mute still works though. To fix this, the operator tags the node and node with a new update tag function (that uses an existing tag internally). Differential Revision: https://developer.blender.org/D13653