Commit Graph

15 Commits

Author SHA1 Message Date
277fa2f441 VSE: Add channel headers
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.

Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.

Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.

Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.

Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`

Originally this included changes in D14263, but patch was split for
easier review.

Reviewed By: fsiddi, Severin

Differential Revision: https://developer.blender.org/D13836
2022-04-04 12:56:43 +02:00
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
7e712b2d6a Nodes: refactor node tree update handling
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
2021-12-21 15:18:56 +01:00
4f48b2992b Cleanup: move public doc-strings into headers for 'blenloader'
Ref T92709
2021-12-08 17:51:45 +11:00
1cd9fcd98d Geometry Nodes: Rename Curve Parameter, Add Index on Spline
- Rename the Curve Parameter node to Spline Parameter.
  - Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.

Differential Revision: https://developer.blender.org/D13275
2021-11-30 07:21:14 -06:00
d845ba481c Fix T91826: Inconsistent node socket name identifier separator
Previously both `.` and `_` were used as separators when finding
a unique name for a socket. This removes the use of `.`, since `_`
was more common. It also does versioning for all of a file's node
trees to make sure that they all use the `_` convention.

Differential Revision: https://developer.blender.org/D13181
2021-11-12 12:22:43 -06:00
a0edddaa0c Cleanup: clang-tidy 2021-11-02 16:04:06 +11:00
4ed1e19d2f Cleanup: extract versioning code for remapping node socket animation
When node input sockets are animated, they target the socket by index.
As a result, animation data needs to be updated whenever new sockets are
added (except when they're added at the end of the list). The code for
this is now extracted into its own versioning function, so that it can
be used for other versioning steps as well.

No functional changes.
2021-11-01 18:51:55 +01:00
827d7e7d25 Geometry Nodes: Rename some sockets
Subdivision surface: Both geometry sockets renamed to "Mesh"
Points to Volume: Use "Points" and "Volume" names
Distribute Points on Faces: Use "Mesh" input name

These are meant to provide a hint to users which type each
node is meant to use.
2021-10-27 08:36:59 -05:00
42a05ff6ea Geometry Nodes: Rename Nodes ID Names + Menu Org
Re-alphabetize the main add menu.

Rename Node ID Names:
FloatCompare => CompareFloats
AttributeCapture => CaptureAttribute
Boolean => MeshBoolean
CurveFill => FillCurve
CurveFillet => FilletCurve
CurveReverse => ReverseCurve
CurveSample => SampleCurve
CurveResmaple => ResampleCurve
CurveSubdivide => SubdivideCurve
CurveTrim => TrimCurve
MaterialReplace => ReplaceMaterial
MeshSubdivide => SubdivideMesh
EdgeSplit => SplitEdges

Differential Revision: https://developer.blender.org/D12865
2021-10-14 12:10:52 -05:00
a392609ab6 Cleanup: Move function to versioning_common.cc 2021-09-07 13:28:14 -05:00
5950b3ab73 Cleanup: de-duplicate ID renaming utility for versioning 2021-08-04 12:43:07 +10:00
8e84938dd0 Cleanup: Add files for version independent versioning helpers
Adds `source/blender/blendloader/intern/versioning_common.cc` and
`versioning_common.h` for version independent versioning functions.

I only placed `do_versions_add_region_if_not_found()` in there for now.
`blo_do_version_old_trackto_to_constraints()` could also be added, but
that's so old, I prefer keeping that in `versioning_legacy.c`.
2021-06-15 19:33:00 +02:00