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2022-09-18Build: limit Py_ENABLE_SHARED to modules using Python headersBrecht Van Lommel
And remove Python flags from nodes, no longer needed.
2022-09-16Cleanup: spelling in commentsCampbell Barton
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
2022-09-01Cleanup: 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
2022-07-30Sculpt: Opaque vertex type for sculptJoseph Eagar
This is a port of sculpt-dev's `SculptVertRef` refactor (note that `SculptVertRef was renamed to PBVHVertRef`) to master. `PBVHVertRef` is a structure that abstracts the concept of a vertex in the sculpt code; it's simply an `intptr_t` wrapped in a struct. For `PBVH_FACES` and `PBVH_GRIDS` this struct stores a vertex index, but for `BMesh` it stores a direct pointer to a BMVert. The intptr_t is wrapped in a struct to prevent the accidental usage of it as an index. There are many reasons to do this: * Right now `BMesh` verts are not logical sculpt verts; to use the sculpt API they must first be converted to indices. This requires a lot of indirect lookups into tables, leading to performance loss. It has also led to greater code complexity and duplication. * Having an abstract vertex type makes it feasible to have one unified temporary attribute API for all three PBVH modes, which in turn made it rather trivial to port sculpt brushes to DynTopo in sculpt-dev (e.g. the layer brush, draw sharp, the smooth brushes, the paint brushes, etc). This attribute API will be in a future patch. * We need to do this anyway for the eventual move to C++. Differential Revision: https://developer.blender.org/D14272 Reviewed By: Brecht Van Lommel Ref D14272
2022-07-29Cleanup: Nodes: Store node group idname in tree typeHans Goudey
There was already a utility to retrieve the correct node group idname from the context, `node_group_idname`, but often it's clearer to use lower-level arguments, or the context isn't accessible. Storing the group idname in the tree type makes it accessible without rewriting it elsewhere.
2022-06-21Cleanup: removed unused Blender Internal bump/normal mapping texture codeBrecht Van Lommel
The TexResult.nor output does not appear to be used anywhere.
2022-05-11Cleanup: use 'num' / 'size' suffix instead of 'sz'Campbell Barton
GPU code used `sz` as an abbreviation for size, as well as a few other places. Use size where this represents a size in bytes, see: T85728.
2022-05-05Cleanup: sort cmake file listsCampbell Barton
2022-05-05Cleanup: unused argument warningsCampbell Barton
2022-05-04Nodes: Add general Combine/Separate Color nodesHallam Roberts
Inspired by D12936 and D12929, this patch adds general purpose "Combine Color" and "Separate Color" nodes to Geometry, Compositor, Shader and Texture nodes. - Within Geometry Nodes, it replaces the existing "Combine RGB" and "Separate RGB" nodes. - Within Compositor Nodes, it replaces the existing "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA" nodes. - Within Texture Nodes, it replaces the existing "Combine RGBA" and "Separate RGBA" nodes. - Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and "Separate RGB/HSV" nodes. Python addons have not been updated to the new nodes yet. **New shader code** In node_color.h, color.h and gpu_shader_material_color_util.glsl, missing methods hsl_to_rgb and rgb_to_hsl are added by directly converting existing C code. They always produce the same result. **Old code** As requested by T96219, old nodes still exist but are not displayed in the add menu. This means Python scripts can still create them as usual. Otherwise, versioning replaces the old nodes with the new nodes when opening .blend files. Differential Revision: https://developer.blender.org/D14034
2022-03-14Auto-generate RNA-structs declarations in `RNA_prototypes.h`Julian Eisel
So far it was needed to declare a new RNA struct to `RNA_access.h` manually. Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property declarations. Now this also includes the RNA struct declarations, so they don't have to be added manually anymore. Differential Revision: https://developer.blender.org/D13862 Reviewed by: brecht, campbellbarton
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.
2022-01-30Cleanup: 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
2022-01-28Remove compilation warnings TexResult.Jeroen Bakker
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
2022-01-09Cleanup: Remove no op socket templatesAaron Carlisle
2022-01-07Cleanup: Add `bf_nodes_texture` libraryAaron Carlisle
For sake of consistencey with other node tree types, create its own cmake module. This change helps keep `bf_nodes` focused on generic nodes files. Texture nodes are end of life and hopefully for Blender 4.0 they can be removed. It is not expected that these will see the updates that the other nodes are getting. This change also helps isolate the end of life files, we may move some texture specific node tree execution code out of `node_exec` and into a `node_texture_exec` files. Differential Revision: https://developer.blender.org/D13743
2022-01-06Cleanup: Remove empty node socket template arrayAaron Carlisle
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
2021-12-29Nodes: Cleanup: Remove no op registration functionsAaron Carlisle
All these function paramaters are set to NULL so they arent necessary. Reviewed By: HooglyBoogly, JacquesLucke Differential Revision: https://developer.blender.org/D13686
2021-12-25Cleanup: Define node tree icon in register functionAaron Carlisle
I suppose this was done to reduce then dependencies. However, most nodes already depend on UI code so this isnt too useful.
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
2021-12-20Cleanup: Remove more texture nodes preview handlingHans Goudey
Similar to the previous commit, this allowed removing a function to set a single pixel of a node preview.
2021-12-20Cleanup: Remove more no-op node preview codeHans Goudey
This is a follow-up to rB43875e8dd1d76ee, removing some processing of non-existent node previews in the shader and texture nodes systems.
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.
2021-12-08Cleanup: clang-formatAaron Carlisle
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.
2021-12-07Cleanup: clang formatAaron Carlisle
2021-12-07Cleanup: Remove unused includesHans Goudey
2021-12-07Cleanup: Remove unused node flagHans Goudey
2021-12-07Cleanup: Remove unnecessary generic includes from headersHans Goudey
2021-12-02Fix: Add tooltip translation marker to disabled hintsHans Goudey
This was overlooked, as it seems there's no way for these strings to be translated currently. Generally it's not that clear whether `N_` or `TIP_` should be used in this case, but `TIP_` seems more consistent. To avoid the cost of the translation lookup when the UI text isn't necessary, we could allow the disabled hint argument to be optional. Differential Revision: https://developer.blender.org/D13141
2021-11-17Cleanup: use same function for updating internal links for all nodesJacques Lucke
Previously, node types had a callback that creates internal links. Pretty much all nodes used the same callback though. The exceptions are the reroute node (which probably shouldn't be mutable anyway) and some input/output nodes that are not mutable. Removing the callback helps with D13246, because it makes it easier to reason about which internal links are created and when they change. In the future, the internal links should be part of the node declaration.
2021-11-02Images: refactor how failed image load attempts are rememberedJacques Lucke
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate whether an image failed to load. There were three possible values which (probably) had the following meanings: * `0`: There was an error while loading the image. Don't try to load again. * `1`: Default value. Try to load the image. * `2`: The image was loaded successfully. This image-wide flag did not make sense unfortunately, because loading may work for some frames of an image sequence but not for others. Remember than an image data block can also contain a movie. The purpose of the `->ok` flag was to serve as an optimization to avoid trying to load a file over and over again when there is an error (e.g. the file does not exist or is invalid). To get the optimization back, the patch is changing `MovieCache` so that it can also cache failed load attempts. As a consequence, `ibuf` is allowed to be `NULL` in a few more places. I added the appropriate null checks. This also solves issues when image sequences are used with the Image Texture node in Geometry nodes (also see D12827). Differential Revision: https://developer.blender.org/D12957
2021-10-03Cleanup: spelling in commentsCampbell Barton
2021-08-23Fix T88107: rename Convertor to Converter nodes to correct spellingJames Partsafas
Differential Revision: https://developer.blender.org/D11198
2021-07-21Cleanup: replace NB with NOTE in commentsCampbell Barton
2021-07-20Cleanup: reserve C++ comments for disabled codeCampbell Barton
Use C comments for plain text.
2021-07-06Nodes: Adds button to groups to change type of sockets.Lukas Tönne
The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-04-30Nodes: Add a callback to check for valid socket typeWannes Malfait
This adds a callback to bNodeTreeType to check which socket types are valid for the tree type. Function has been implemented for the normal tree types, and can be implemented for custom node trees with python, by adding a `classmethod` to the tree. However, only builtin socket types are supported. This is relevant for T87049, but it also has the advantage that it is now clear which node trees support which sockets. Previously this was assumed to be known by all developers. Differential Revision: https://developer.blender.org/D10938
2021-04-12UI/Nodes: Improve feedback when adding node fails (e.g. on drag & drop)Julian Eisel
This is especially useful when trying to add a node group instance, e.g. via drag & drop from the Outliner or Asset Browser. Previously this would just silently fail, with no information why. This is a source of confusion, e.g. earlier, it took me a moment to realize I was dragging a node group into itself, which failed of course. Blender should always try to help the user with useful error messages. Adds error messages like: "Nesting a node group inside of itself is not allowed", "Not a compositor node tree", etc. Adds a disabled hint return argument to node and node tree polling functions. On error the hint is reported, or could even be shown in advance (e.g. if checked via an operator poll option). Differential Revision: https://developer.blender.org/D10422 Reviewed by: Jacques Lucke
2021-02-02Blenkernel: Move node.c to C++Hans Goudey
Required changes to compile `node.cc` with clang tidy: * Use c++ includes like (e.g. climits instead limits.h). * Insert type casts when casting from `void *`. * Replace `NULL` with `nullptr`. * Replace typedef statements. This change is in order to use the `blender::Map` data structure for node error messages.
2020-11-25Nodes: deduplicate ping pong math operationJacques Lucke
The formula did not change. The only side effect of this change should be that the compositor node now does not divide by zero in some cases.
2020-11-09Cleanup: more renaming in the render/ module for consistencyBrecht Van Lommel
2020-10-03Cleanup: Remove/replace C standard library assert() and header usagesJulian Eisel
We have our own assert implementation, `BLI_assert()` that is prefered over the C standard library one. Its output is more consistent across compilers and makes termination on assert failure optional (through `WITH_ASSERT_ABORT`). In many places we'd include the C library header without ever accessing it.
2020-10-01Cleanup: make texture coordinates constJacques Lucke
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-09-19Cleanup: use parenthesis for if statements in macrosCampbell Barton