Commit Graph

241 Commits

Author SHA1 Message Date
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
7026096099 Nodes: Use dynamic declarations for group nodes
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.

All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.

Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.

The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
  different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
  for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
  sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
  (not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly

Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:25 -06:00
e39ca9d1e3 Cleanup: use function style casts for integer types in C++
Also remove redundant parenthesis.
2023-01-03 11:12:51 +11:00
2652029f3b Cleanup: Clang tidy
Addressed almost all warnings except for replacing defines
with enums and variable assignment in if statements.
2022-12-29 12:01:32 -05:00
8c194e1ba6 Cleanup: format 2022-12-29 20:49:08 +13:00
8c6fe60844 Cleanup: Use const parameters for node poll functions
This requires a const cast in RNA, but it really is wrong
to change the nodes and node trees in these callbacks.
2022-12-28 20:15:41 -05:00
fb7f12dc40 Cleanup: hide 'UNUSED' macro definition for C++
This may allow the `C4100` warning to be re-enabled in the MSVC for C++.

Differential Revision: https://developer.blender.org/D16828
2022-12-20 19:16:33 -03:00
Iliya Katueshenock
fc5f7a1e2d Cleanup: Use topology cache of group output node
Using a cache greatly simplifies access to the output node.
I touched on the most common and understandable cases for me.
The texture nodes were touched because it looked pretty generic.

Differential Revision: https://developer.blender.org/D16699
2022-12-09 16:10:14 -06:00
a0dc062816 Cleanup: use function style casts for integer types in C++ 2022-12-08 13:47:55 +11:00
86ade3df56 Nodes: move node registration to nodes module
The main goal here is to move towards more self contained node
definitions. Previously, one would have to change `blenkernel` to
add a new node which is not necessary anymore. There is no need
for all these register functions to "leak out" of the nodes module.

Differential Revision: https://developer.blender.org/D16612
2022-11-26 13:20:18 +01:00
aa0c2c0f47 Cleanup: move some data from bNodeTree to run-time data
No functional changes are expected.
2022-11-23 14:05:30 +01:00
2654c523c1 Cleanup: use nullptr in C++ 2022-11-19 11:51:42 +01:00
7b82d8f029 Nodes: move most runtime data out of bNode
* This patch just moves runtime data to the runtime struct to cleanup
  the dna struct. Arguably, some of this data should not even be there
  because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
  The corresponding rna property `width_hidden` is kept to avoid
  script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
  C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
2022-11-18 12:47:02 +01:00
576d99e59a Cleanup: move texture nodes to C++
No functional changes are expected. The goal here is to make
further refactorings to the nodes system easier.
2022-11-17 13:04:45 +01:00
4b57bc4e5d Cleanup: format 2022-11-09 08:30:18 +13:00
c047042adf Merge branch 'blender-v3.4-release' 2022-11-08 12:03:07 +01:00
0d945fe20e Fix deprecation warnings about printf() on macOS
The new Xcode 14.1 brings the new Apple Clang compiler which
considers sprintf unsafe and geenrates deprecation warnings
suggesting to sue snprintf instead. This only happens for C++
code by default, and C code can still use sprintf without any
warning.

This changes does the following:

- Whenever is trivial replace sprintf() with BLI_snprintf.
- For all other cases use the newly introduced BLI_sprintf
  which is a wrapper around sprintf() but without warning.

There is a discouragement note in the BLI_sprintf comment to
suggest use of BLI_snprintf when the size is known.

Differential Revision: https://developer.blender.org/D16410
2022-11-08 12:01:01 +01:00
4ec5a8cbc2 Cleanup: Remove unnecessary node type registraction functions
These functions provided little benefit compared to simply setting
the function pointers directly.
2022-11-05 16:10:27 +01:00
afc091c3c4 Cleanup: spelling in comments 2022-11-01 12:24:58 +11:00
89525fae59 Cleanup: CMake include paths
Remove redundant separators & redundant references to parent paths.
2022-10-19 21:37:10 +11:00
a1bc05b200 Nodes: Add "Legacy" to legacy node UI names, skip in search
Currently there is no way to tell that these node types are deprecated
in the UI. This commit adds "(Legacy)" to the end of the names.
It also makes it simple to skip these in the various node searches
more automatically than before.

Fixes T101700

Differential Revision: https://developer.blender.org/D16223
2022-10-12 12:31:38 -05:00
6bf5cc62e0 Build: limit Py_ENABLE_SHARED to modules using Python headers
And remove Python flags from nodes, no longer needed.
2022-09-18 11:26:33 +02:00
95f05a6a4b Cleanup: spelling in comments 2022-09-16 18:14:33 +10:00
Monique Dewanchand
68589a31eb ViewLayer: Lazy sync of scene data.
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
2022-09-14 21:34:38 +02:00
Monique Dewanchand
17501c146e Cleanup: Remove/replace View Layer macros.
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
2022-09-01 10:22:43 +02:00
d7cfb6ac71 Sculpt: Opaque vertex type for sculpt
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
2022-07-29 19:03:51 -07:00
3d91a853b2 Cleanup: Nodes: Store node group idname in tree type
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.
2022-07-28 16:34:17 -05:00
9622dace3e Cleanup: removed unused Blender Internal bump/normal mapping texture code
The TexResult.nor output does not appear to be used anywhere.
2022-06-21 16:00:56 +02:00
a652568570 Cleanup: use 'num' / 'size' suffix instead of 'sz'
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.
2022-05-11 13:40:09 +10:00
8b54e05e33 Cleanup: sort cmake file lists 2022-05-05 17:33:43 +10:00
777b72b5cb Cleanup: unused argument warnings 2022-05-05 10:44:25 +10:00
Hallam Roberts
82df48227b Nodes: Add general Combine/Separate Color nodes
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
2022-05-04 18:44:03 +02:00
a5578351c3 Auto-generate RNA-structs declarations in RNA_prototypes.h
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db 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
2022-03-14 17:08:46 +01:00
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
81da638c44 Cleanup: move file descriptions into doxygen file section
Continuation of 19100aa57d.
2022-02-09 18:33:29 +11:00
e951e81b0f Cleanup: Cmake: remove unnecessary definitions for internationalization
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
2022-01-29 17:40:27 -05:00
cdcbdf8ce4 Remove compilation warnings TexResult. 2022-01-28 13:28:31 +01:00
710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`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
2022-01-26 15:29:31 -05:00
c5ee3ac7e0 Cleanup: Remove no op socket templates 2022-01-09 01:03:39 -05:00
e6ca0b33e9 Cleanup: Add bf_nodes_texture library
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
2022-01-06 18:21:01 -05:00
e55a6bf82b Cleanup: Remove empty node socket template array 2022-01-05 16:45:41 -05:00
Aaron Carlisle
d3ad04172d Cleanup: Remove bNodeType flag from base registration functions
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
2022-01-03 19:33:14 -05:00
Aaron Carlisle
465bd66519 Nodes: Cleanup: Remove no op registration functions
All these function paramaters are set to NULL so they arent necessary.

Reviewed By: HooglyBoogly, JacquesLucke

Differential Revision: https://developer.blender.org/D13686
2021-12-29 10:00:50 -05:00
fc45b00720 Cleanup: Define node tree icon in register function
I suppose this was done to reduce then dependencies.
However, most nodes already depend on UI code so this isnt too useful.
2021-12-24 22:47:58 -05:00
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
cc367908cd Cleanup: Remove more texture nodes preview handling
Similar to the previous commit, this allowed removing a function to set
a single pixel of a node preview.
2021-12-19 18:37:57 -06:00
c27d0cb7b9 Cleanup: Remove more no-op node preview code
This is a follow-up to rB43875e8dd1d76ee, removing some
processing of non-existent node previews in the shader and
texture nodes systems.
2021-12-19 18:11:47 -06:00
23be5fd449 Cleanup: Use const arguments
Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
2021-12-11 09:51:53 -06:00
b71e29b3da Cleanup: clang-format 2021-12-07 23:12:13 -05:00
0f48b37aae Revert moving all shader nodes to c++
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.
2021-12-07 13:26:39 +01:00