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2022-02-21Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-21Fix T95154 Eevee AO node: the "only local" option applies "inside" insteadClément Foucault
The `custom2` was not being used as a bitflag as it should.
2022-02-15BLI: Change dependencies in vector math filesHans Goudey
This patch reverses the dependency between `BLI_math_vec_types.hh` and `BLI_math_vector.hh`. Now the higher level `blender::math` functions depend on the header that defines the types they work with, rather than the other way around. The initial goal was to allow defining an `enable_if` in the types header and using it in the math header. But I also think this operations to types dependency is more natural anyway. This required changing the includes some files used from the type header to the math implementation header. I took that change a bit further removing the C vector math header from the C++ header; I think that helps to make the transition between the two systems clearer. Differential Revision: https://developer.blender.org/D14112
2022-02-15RNA: add RNA_collection_is_empty & RNA_property_collection_is_emptyCampbell Barton
Some collections needed to be iterated over to count their length. Provide a function to check if the collection is empty to avoid this.
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
2022-02-09Cleanup: move file descriptions into doxygen file sectionCampbell Barton
Continuation of 19100aa57d847699d17527b76c2fab1f4ab88885.
2022-02-08Eevee: support the no-op Bump node optimization like in Cycles.Alexander Gavrilov
A Bump node without a Height input is meaningless and does nothing. As such, it is available as an old workaround that allows making Node Group inputs that default to normal when not connected, by routing via a no-op Bump node before doing math. Cycles specifically recognizes this use case and either bypasses the node, or converts it into a Geometry Normal node, but Eevee was still evaluating it as usual. That incurred performance cost, and also normalized the vector unlike Cycles. This implements the same bypass logic for Eevee. Since I'm not sure if it's possible to totally remove the node at this stage, it emits a no-op function call to copy the input vector. Differential Revision: https://developer.blender.org/D14045
2022-02-07Nodes: Dynamic node class for Map Range nodeCharlie Jolly
This patch makes it possible to set the UI color of a node's header bar and override the default from the node's typeinfo. Currently the color is taken from the `.nclass` member of the node's bNodeType->TypeInfo struct. This is created once when registering the node. The TypeInfo is used for both UI and non-UI functionality. Since the TypeInfo is shared, the header bar for the node can't be changed without changing all nodes of that type. The Map Range node is shown as a `Converter` or blue color by default. This patch allows this to be changed dynamically to `Vector` or purple. This is done by adding a `ui_class` callback to node typeinfo struct. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13936
2022-01-31Fix: Unutilized curve mapping in vector shader nodeAaron Carlisle
This could result in a shading errors is some cases such as undo. Follow up to rB1405787142d1f87f18631114167675ed145f6d75
2022-01-31Fix: Unutilized curve mapping in vector shader nodeAaron Carlisle
This could result in a shading errors is some cases such as undo. Follow up to rB1405787142d1f87f18631114167675ed145f6d75
2022-01-30Cleanup: Cmake: remove unnecessary definitions for internationalizationAaron Carlisle
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL` However, the is unnecessary as withen the functions themselves have checks for building without internationalization. This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary. Reviewed By: mont29, LazyDodo Differential Revision: https://developer.blender.org/D13929
2022-01-29Fix: Eevee: Float Curve node causes issues with compiled shaderAaron Carlisle
This fixes a regression from rBa0edee712a79239133ff840f911f6416d4c41855. Issue being the curve map not being initialized in the GPU shader function. Fixes T95221
2022-01-29Fix: Eevee: Float Curve node causes issues with compiled shaderAaron Carlisle
This fixes a regression from rBa0edee712a79239133ff840f911f6416d4c41855. Issue being the curve map not being initialized in the GPU shader function. Fixes T95221
2022-01-26Cleanup: Move specific node tree execution functions into respective moduleAaron Carlisle
`node_exec` had some code that was specific to texture/shader nodes. These functions arent used outside there module so limit there declarations. Also make a function static that is only used in `node_exec.c` Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13899
2022-01-25Cleanup: Remove leftover hair fade code in CyclesAaron Carlisle
Missed in rB1687903fb813f6656453fbc7c49237b06437370c
2022-01-25Cycles: add Point Info nodeBrecht Van Lommel
With (center) position, radius and random value outputs. Eevee does not yet support rendering point clouds, but an untested implementation of this node was added for when it does. Ref T92573
2022-01-18Fix T94977: muted link is not ignored in eeveeJacques Lucke
Add a preprocessing step that removes all muted links from the localized node tree. Differential Revision: https://developer.blender.org/D13864
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 @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
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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.
2022-01-12BLI: 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
2022-01-10Cleanup: redundent semicolons after function bracesAaron Carlisle
2022-01-10Cleanup: Use new socket builder APIAaron Carlisle
2022-01-09Cleanup: Nodes: Begin splitting shader node buttons into individual filesAaron Carlisle
Currently, most node buttons are defined in `drawnode.cc` however, this is inconvenient because it requires editing many files when adding new nodes. The goal is to minimize the number of files needed to add or update a node. This commit moves most of the node layout functions for shader nodes into their respected source/blender/nodes/shader/nodes file. In the future, these functions will be simplified to node_layout. Some nodes were left in `drawnode.cc` as this would require duplicating code while this is likely fine it is best to leave that to a seperate commit.
2022-01-09Cleanup: Use new socket builder APIAaron Carlisle
2022-01-09Cleanup: Remove no op socket templatesAaron Carlisle
2022-01-08Cleanup: Use new socket builder APIAaron Carlisle
2022-01-08Cleanup: Loop through socket listbase instead of arrayAaron Carlisle
The socket arrays will be removed when using the new socket builder. So instead we have to loop through the node outputs list.
2022-01-08Cleanup: Remove unused code from BKE_node.hHans Goudey
Remove a variety of unused functions, declarations without definitions, incorrect comments, and defines that have been commented for years
2022-01-07Cleanup: Use new socket builder APIAaron Carlisle
This commit converts most shader or bsdf nodes.
2022-01-06Cleanup: sort cmake file listsCampbell Barton
2022-01-06Cleanup: remove unnecessary slashes and quotes from paths in CMakeCampbell Barton
2022-01-06Cleanup: spelling in commentsCampbell Barton
2022-01-06Cleanup: Use new socket builder APIAaron Carlisle
Instead of looping through the old socket template array looper through the node output listbase.
2022-01-05Cleanup: Use new socket builder APIAaron Carlisle
2022-01-05Cleanup: Use new socket builder APIAaron Carlisle
Also enables translation of socket names
2022-01-05Cleanup: Remove unused `node_type_exec` for shader nodeAaron Carlisle
From what I can tell these are left over from Blender Internal render. Test still pass locally, also tested a couple eevee scenes. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D13732
2022-01-05Cleanup: Use new socket builder APIAaron Carlisle
2022-01-05Nodes: Consistent link drag search for math and vector math nodesHans Goudey
Previously operations for the math node when connecting to outputs weren't added. It also used a different method to check whether the link would be valid.
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: Nodes: Convert generic shader node files to c++Aaron Carlisle
Along with the general changes to CPP this commit does the following - Use static casts where possible - Use new CPP MEM library functions instead of cast - Use listbase macros where possible - Declare variables where initialized Reviewed By: HooglyBoogly, JacquesLucke Differential Revision: https://developer.blender.org/D13718
2022-01-04Fix T94546: Remove soft limit for the Clamp Node value socket.Thomas Dinges
2022-01-04Shader Nodes: Unity BuildAaron Carlisle
Enable unity builds for `bf_nodes_shader`, gives about a 2.7x speedup of total compile times when just building `bf_nodes_shader`. On my machine, this equates to saving about 30 seconds. Differential Revision: https://developer.blender.org/D13720
2022-01-04Cleanup: Move node storage macro inside file namespaceAaron Carlisle
Must have been a mistake in previous commits, this fix is needed to enable unity builds.
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
2022-01-03Cleanup: Clang tidyHans Goudey
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
2021-12-31Nodes: Add Compare node operations to link drag search menuCharlie Jolly
Exposes compare operations via rna emums. This uses the rna enum to build the search list using named operations linked to socket A. This also weights the Math Node comparison operations lower for geometry node trees. Differential Revision: https://developer.blender.org/D13695