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2022-11-05Cleanup: Remove unnecessary node type registraction functionsHans Goudey
These functions provided little benefit compared to simply setting the function pointers directly.
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-08-05Cleanup: Spelling, remove double negativeHans Goudey
2022-04-07Curves: Hair to Curves rename in Cycles/EEVEE UIHans Goudey
Change uses of "Hair" in Render Settings UI in the property editor and the "Hair Info" node to use the "Curves" name to reflect the design described in T95355, where hair is just a use case of a more general curves data type. While these settings still affect the particle hair system, the idea is that if we have to choose one naming scheme to align with, we should choose the option that aligns with future plans and current development efforts, especially since the particle system is considered a legacy feature. A few notes: - "Principled Hair BSDF" is not affected since it's meant for hair. - Python API property identifiers are not affected. Differential Revision: https://developer.blender.org/D14573
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
2022-01-25Cleanup: Remove leftover hair fade code in CyclesAaron Carlisle
Missed in rB1687903fb813f6656453fbc7c49237b06437370c
2022-01-08Cleanup: Use new socket builder APIAaron Carlisle
2022-01-05Cleanup: Make shade node util header CPP onlyAaron Carlisle
Now that all shader nodes are converted to CPP this header can now be made into a CPP header.
2022-01-04Cleanup: Dont use relative includeAaron Carlisle
Instead let cmake determine the path for file includes
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
2022-01-03Nodes: Convert several shader nodes to c++Aaron Carlisle
Also add file namespace This is needed to use new node APIs Differential Revision: https://developer.blender.org/D13690
2021-12-07Revert moving all shader nodes to c++Jacques Lucke
This reverts to following commits: * rB5cad004d716da02f511bd34983ac7da820308676 * rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd * rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c * rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740 * rBf72cc47d8edf849af98e196f721022bacf86a5e7 * rB3f7014ecc9d523997062eadd62888af5fc70a2b6 * rB0578921063fbb081239439062215f2538a31af4b * rBc20098e6ec6adee874a12e510aa4a56d89f92838 * rBd5efda72f501ad95679d7ac554086a1fb18c1ac0 The original move to c++ that the other commits depended upon had some issues that should be fixed before committing it again. The issues were reported in T93797, T93809 and T93798. We should also find a better rule for not using c-style casts going forward, although that wouldn't have been reason enough to revert the commits. Introducing something like a `MEM_new<T>` and `MEM_delete<T>` function might help with the the most common case of casting the return type of `MEM_malloc`. Going forward, I recommend first committing the changes that don't require converting files to c++. Then convert the shading node files in smaller chunks. Especially don't mix fairly low risk changes like moving some simple nodes, with higher risk changes.
2021-12-06Shader Nodes: Declare nodes in their own namespaceAaron Carlisle
Follow up on rB1df8abff257030ba79bc23dc321f35494f4d91c5 This puts all static functions in geometry node files into a new namespace. This allows using unity build which can improve compile times significantly - The namespace name is derived from the file name. That makes it possible to write some tooling that checks the names later on. The filename extension (cc) is added to the namespace name as well. This also possibly simplifies tooling but also makes it more obvious that this namespace is specific to a file. - In the register function of every node, I added a namespace alias namespace `file_ns = blender::nodes::node_shader_*_cc`;. This avoids some duplication of the file name and may also simplify tooling, because this line is easy to detect. The name `file_ns` stands for "file namespace" and also indicates that this namespace corresponds to the current file. In the future some nodes will be split up to separate files and given their own namespace This will allow function names to be simplified similar to rBfab39440e94 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13480
2021-12-06Cleanup: clang-tidy: modernize-redundant-void-argAaron Carlisle
This change follows up on recent c --> c++ conversions
2021-12-05Cleanup: Migrate all shader nodes to c++Aaron Carlisle
This will be useful in the future to use the new socket builder API Aditional changes: - Declare variables where initialized - Do not use relative includes Differential Revision: https://developer.blender.org/D13465