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2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12Compositor: Add Scene Time Node, Rename Time nodeNathan Rozendaal
Fixes issue T94603 It adds a new compositor node called Scene Time which is already present as a geo node, having the same basic nodes available in all node trees is a nice thing to have. Renames "Time" node to "Time Curve", this is done to avoid confusion between the Time node and the Scene Time node. Reviewed By: jbakker Maniphest Tasks: T94603 Differential Revision: https://developer.blender.org/D13762
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-12Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
2022-01-11Add support for a longest diagonal quad triangulation modeHenrik Dick
The new triangulation mode for quads is the opposite of the current default shortest diagonal mode. It is optimal for cloth simulations using quad meshes. Differential Revision: http://developer.blender.org/D13777
2022-01-10Docs: Add comments to node socket struct headerHans Goudey
2022-01-10Fix compilation error after recent fixSergey Sharybin
For some reason GCC accepted C++-style of unused variable marking.
2022-01-10Fix T93727: Tiled render error in Cycles after changing temp directorySergey Sharybin
Consider temporary directory to be variant part of session configuration which gets communicated to the tile manager on render reset. This allows to be able to render with one temp directory, change the directory, render again and have proper render result even with enabled persistent data. For the ease of access to the temp directory expose it via the render engine API (engine.temp_directory). Differential Revision: https://developer.blender.org/D13790
2022-01-10Compositing Convert color space nodeJeroen Bakker
Compositor node to convert between color spaces. Conversion is skipped when converting between the same color spaces or to or from data spaces. Implementation done for tiled and full frame compositor. Reviewed By: Blendify, jbakker Differential Revision: https://developer.blender.org/D12481
2022-01-08Fix Cycles compile error after last own commitJulian Eisel
We can't include `BLI_utildefines.h` in `RNA_types.h` since Cycles includes that, but duplicates some of the util defines. So you'd have duplicated definitions.
2022-01-08RNA: Support bitwise operators for property flags in C++Julian Eisel
Needed for the following commit.
2022-01-07LibOverride: Add tag to libraries that had to be recursively resynced.Bastien Montagne
Request from studio, to help identify quickly libs that need update. NOTE: Currently only outputing INFO log in console, display of this info in the outliner will come in a separate commit.
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.
2022-01-06Bone Overlay: support changing bone wireframe opacity.Alexander Gavrilov
When weight painting the bone overlay is extremely intrusive, effectively requiring either extensive use of hiding individual bones, or disabling the whole bone overlay between selections. This addresses the issue by adding a bone opacity slider that is used for the 'wireframe' armature drawing mode. It directly controls the uniform opacity as a straightforward option. Differential Revision: https://developer.blender.org/D11804
2022-01-06Fix (unreported) crash in liboverride after yesterday's commit.Bastien Montagne
Own mistake in rBbfb760e16acb.
2022-01-06Cleanup: spelling in commentsCampbell Barton
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.
2022-01-05Enable OpenEXR DWAB compresstionSergey Sharybin
The DWAB compression was disabled in the d59721c2c311 due to a bug in the OpenEXR library which is now resolved. Re-enable the DWAB compression for OpenEXR output. It is a simple change, and DWAB often behaves better than DWAA. Differential Revision: https://developer.blender.org/D13713
2022-01-05Fix T94366: Grease Pencil Automerge no immediate UI updatePhilipp Oeser
Just an oversight in rBe9607f45d85d. Now add notifier that toolsettings changed. Maniphest Tasks: T94366 Differential Revision: https://developer.blender.org/D13723
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
2022-01-03Allow overrides for cloth, collision and force field properties.Alexander Gavrilov
Allow overriding simple properties of cloth simulations, colliders and force fields. Vertex group and shape key selectors in cloth are still not overridable since they are tied to mesh data. Force fields have a number of physical fields shared between multiple RNA fields. Until they are decoupled, they will produce redundant overrides, and cannot have different hard range limits. Differential Revision: https://developer.blender.org/D13710
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.
2021-12-29Geometry 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
2021-12-28LibOverride: Tweak RNA 'need resync' detection code.Bastien Montagne
* Assert about source ID of an overridden pointer property not being a liboverride was not necessary, just skip in that case. * Tag actual 'real' ID owner for resync, and not (potentially) an embedded one.
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
2021-12-23Cache File: use panels to organize UIKévin Dietrich
This adds interface panels to organize the Cache File UI parameters for modifiers and constraints into related components: velocity, time, and render procedural. Properties relating to the three aforementioned components are separated from `uiTemplateCacheFile` into their own functions (e.g. `uiTemplateCacheFileVelocity` for the velocity one), which are in turn called from the specific panel creation routines of the modifiers and constraints (for constraints, the functions are exposed to the RNA). `uiTemplateCacheFile` now only shows the properties for the file path, and in the case of constraints, the scale property. The properties that are only defined per modifier (like the velocity scale), are shown in the proper modifier layout panel if applicable. Reviewed By: sybren Differential Revision: https://developer.blender.org/D13652
2021-12-21Nodes: refactor node tree update handlingJacques Lucke
Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-17Fix T94116: Drivers can have multiple variables with same nameSybren A. Stüvel
The RNA setter now ensures that driver variables are uniquely named (within the scope of the driver). Versioning code has been added to ensure this uniqueness. The last variable with the non-unique name retains the original name; this ensures that the driver will still evaluate to the same value as before this fix. This also introduces a new blenlib function `BLI_listbase_from_link()`, which can be used to find the entire list from any item within the list. Manifest Task: T94116 Reviewed By: mont29, JacquesLucke Maniphest Tasks: T94116 Differential Revision: https://developer.blender.org/D13594
2021-12-17Theme: Node Group color only needs RGB, not RGBADalai Felinto
The node group alpha theme was used for the overlay drawing in the node editor. Since this was removed (919e513fa8f) the alpha channel doesn't need to be exposed anymore. Reported as part of T93654.
2021-12-17UI: Correct "QuickTime" SpellingJohannes Jakob
Change the spelling of the QuickTime output video container item from "Quicktime" to "QuickTime" Differential Revision: https://developer.blender.org/D10929 Reviewed by Harley Acheson
2021-12-16LibOverride: Cleanup log about unfound subitems.Bastien Montagne
Not finding subitem when its name and index are invalid/unset is expected behavior, and does happen when e.g. inserting a new constraint or modifier at the begining of the stack.
2021-12-16Remove G.relbase_validCampbell Barton
In almost all cases there is no difference between `G.relbase_valid` and checking `G.main->filepath` isn't an empty string. In many places a non-empty string is already being used instead of `G.relbase_valid`. The only situation where this was needed was when saving from `wm_file_write` where they temporarily became out of sync. This has been replaced by adding a new member to `BlendFileWriteParams` to account for saving an unsaved file for the first time. Reviewed By: brecht Ref D13564
2021-12-16Cleanup: spellingCampbell Barton
2021-12-14Nodes: Add vector support to Map Range nodeCharlie Jolly
This replaces lost functionality from the old GN Attribute Map Range node. This also adds vector support to the shader version of the node. Notes: This breaks forward compatibility as this node now uses data storage. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D12760
2021-12-14Geometry Nodes: support instance attributes when realizing instancesJacques Lucke
This patch refactors the instance-realization code and adds new functionality. * Named and anonymous attributes are propagated from instances to the realized geometry. If the same attribute exists on the geometry and on an instance, the attribute on the geometry has precedence. * The id attribute has special handling to avoid creating the same id on many output points. This is necessary to make e.g. the Random Value node work as expected afterwards. Realizing instance attributes has an effect on existing files, especially due to the id attribute. To avoid breaking existing files, the Realize Instances node now has a legacy option that is enabled for all already existing Realize Instances nodes. Removing this legacy behavior does affect some existing files (although not many). We can decide whether it's worth to remove the old behavior as a separate step. This refactor also improves performance when realizing instances. That is mainly due to multi-threading. See D13446 to get the file used for benchmarking. The curve code is not as optimized as it could be yet. That's mainly because the storage for these attributes might change soonish and it wasn't worth optimizing for the current storage format right now. ``` 1,000,000 x mesh vertex: 530 ms -> 130 ms 1,000,000 x simple cube: 1290 ms -> 190 ms 1,000,000 x point: 1000 ms -> 150 ms 1,000,000 x curve spiral: 1740 ms -> 330 ms 1,000,000 x curve line: 1110 ms -> 210 ms 10,000 x subdivided cylinder: 170 ms -> 40 ms 10 x subdivided spiral: 180 ms -> 180 ms ``` Differential Revision: https://developer.blender.org/D13446
2021-12-14Cleanup: clang-formatCampbell Barton
2021-12-14Cleanup: Remove unused curve types from enumPiotr Makal
There were a few unused enum values: `CU_CARDINAL` and `CU_BSPLINE` This commit cleans them up from code as they were not used for anything meaningful. Differential Revision: https://developer.blender.org/D13554
2021-12-13GPencil: Add randomize options to Length modifierCody Winchester
This patch adds a randomize factor for the start/end lengths in the Length modifier. Reviewed By: #grease_pencil, antoniov, pepeland, HooglyBoogly Differential Revision: https://developer.blender.org/D12928
2021-12-13GPencil: New Shrinkwrap modifierAntonio Vazquez
his new modifier is equals to the existing mesh modifier but adapted to grease pencil. The underlying functions used to calculate the shrink are the same used in meshes. {F11794101} Reviewed By: pepeland, HooglyBoogly Differential Revision: https://developer.blender.org/D13192
2021-12-13Fix T93704: StructRNA.path_resolve fails silently with missing keysCampbell Barton
Resolving the path to a missing pose-bone (for example), was not raising an error as it should have. Regression introduced in f9ccd26b037d43f2490d1f0263e45e775d30473d, which didn't update collection lookup logic to fail in the case the key of a collection wasn't found.
2021-12-13Cleanup: use "filepath" term for Main, BlendFileData & FileGlobalCampbell Barton
Use "filepath" which is the current convention for naming full paths. - Main use "name" which isn't obviously a file path. - BlendFileData & FileGlobal used "filename" which is often used for the name component of a path (without the directory).
2021-12-11Cleanup: Use const argumentsHans Goudey
Also remove unnecessary function to set a node type's label function that duplicated its definition, and make another function static.
2021-12-10Cleanup: Use const argument, rename variablesHans Goudey
The const argument makes sense because these are the "source" sockets, even though a const cast is necessary at one point. The name "interface_socket" is an improvement over "stemp" because the latter sounds like "temporary", or it confuses the old socket template system with a node group's interface.
2021-12-09Geometry Nodes: Scene Time NodeJohnny Matthews
This node outputs the current scene time in seconds or in frames. Use of this node eliminates the need to use drivers to control values in the node tree that are driven by the scene time. Frame is a float value to provide for subframe rendering for motion blur. Differential Revision: https://developer.blender.org/D13455
2021-12-08Cleanup: move public doc-strings into headers for 'makesrna'Campbell Barton
Ref T92709
2021-12-07Cleanup: clang-formatCampbell Barton
2021-12-07Cleanup: Fix various source typosluzpaz
This is a continuation of D13462 to clean up source typos. Differential Revision: https://developer.blender.org/D13471
2021-12-02Cleanup: spelling in commentsCampbell Barton