Commit Graph

69 Commits

Author SHA1 Message Date
e091291b5b Cleanup: Simplify node editor socket picking
The main change is returning a socket pointer instead of using two
return arguments. Also use the topology cache instead of linked lists,
references over pointers, and slightly adjust whitespace.
2023-01-03 13:42:30 -05:00
13ad68d100 Node Editor: Avoid allocations for socket tooltip button arguments
Small memory allocations are a bottleneck when drawing large node trees.
Avoid them by passing the socket index in the whole tree and getting the
tree from the context rather than allocating structs for the tree, node,
and socket. The performance improvement will be a few percent at most.
2023-01-02 17:07:49 -05:00
5dcce58510 Cleanup: Use simpler vector for dragged node links
Use a vector of node links instead of pointers to node links allocated
separately. Only allocate a link if it's added (back) to the tree.
2022-12-29 14:09:58 -05:00
8bbf823716 Cleanup: Simplify arguments to deselect all nodes function
Take the node tree as an argument directly instead of retrieving it from
the editor struct. Then use the utility function in two more places.
2022-12-21 12:26:17 -06:00
c9288ab41f Cleanup: Remove redundant information from node link drag struct 2022-12-16 14:43:44 -06:00
e41abf9e26 Cleanup: Remove runtime node flag, various node transform cleanups
Remove another runtime node flag that's simpler as a local variable.
Use references, C++ types, simpler for loops, etc.
2022-12-12 17:03:17 -06:00
ab4926bcff Fix: Various mishandling of node identifiers and vector
In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.

The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
2022-12-02 13:28:30 -06:00
cf98518055 Nodes: Add node group assets in add menu
This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.

There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.

Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.

Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.

Differential Revision: https://developer.blender.org/D16135
2022-11-01 16:09:58 +01:00
6c4b72b135 Fix T101746: Node copy and paste changes multi-input socket order
The multi-input indices have to be copied, and updated after
pasting in case all original connected nodes weren't copied.
2022-10-14 14:18:59 -05:00
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
bdb5754147 Nodes: Add node group assets to search menus
Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.

Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.

To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.

The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.

Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.

Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.

Differential Revision: https://developer.blender.org/D15568
2022-09-19 11:57:10 -05:00
545fb528d5 Cleanup: Avoid using runtime node flag, use topology cache
It's easier to keep track of state in these algorithms if it's stored in
a central place like a set. Plus, using flags requires clearing them
beforehand. For the selected linked operators, using the topology
cache means we don't have to iterate over all links.
2022-09-06 12:14:04 -05:00
1d24586a90 Cleanup: Move select all nodes code to operator
This more specific high level functionality isn't needed
elsewhere. Move it to the operator and clean it up a bit.
2022-09-06 12:14:03 -05:00
0ff920b777 Cleanup: Clarify multi-socket input sorting
The multi-socket input sorting was used for two purposes: moving links
to the proper positions when dragging a new link, and resetting the
multi-input indices on the links when removing a link. They are now
separated into two functions, and the sorting when making a group
node that didn't accomplish anything is removed (in that case a
proper implementation would copy the indices from the original
exterior sockets).
2022-09-03 23:25:06 -05:00
b60850d395 Cleanup: Deduplicate node link intersection test 2022-09-03 14:52:27 -05:00
cd10fb4826 Cleanup: Use references and const in node editor 2022-09-02 17:46:38 -05:00
aa08545a01 Cleanup: Use new node topology cache for sorting multi input sockets
Assuming the cost of building the cache is ammortized, this
may be be helpful because it removes some quadratic behavior.
2022-09-02 17:45:29 -05:00
b903b74944 Cleanup: Deduplicate node link points evaluation functions 2022-09-02 15:44:05 -05:00
40d815dff6 Cleanup: Further split of node link Bezier calculation function
Now dragged handles are handled separately, and the function returns a
statically sized array by value. The functions are also renamed to be
more consistent with curve naming elsewhere in Blender.
2022-09-02 15:44:05 -05:00
8d1e5334ec Cleanup: Split node link draw culling to separate function
This was only really used in one place, so better to just do it there
rather than requiring another argument for the handle calculation.
2022-09-02 15:44:05 -05:00
86e7aaead2 Cleanup: Use C++ vector types in node editor 2022-09-02 14:09:41 -05:00
9a86255da8 Node Editor: Visual tweaks to node links
Several visual tweaks to node links to make them overall fit in
better with the look of the node editor:

- Change the link thickness with the zoom level to a certain degree.
- Remove the fuzziness of the node link and its shadow/outline.
- The link outline color can now be made transparent.
- Add circles at the end of dragged links when connecting to sockets.
- Improve the banding of the color interpolation along the link.
- Adjust the spacing of dashes along straight node links.

Reviewed By: Pablo Vazquez, Hans Goudey

Differential Revision: http://developer.blender.org/D15036
2022-09-01 19:48:35 +02:00
2c00889d3e Cleanup: simplify function for adding node to editor
Split it into two functions, one for static node types,
and another for ID names.
2022-08-01 16:32:43 -05:00
f937c186de Fix build error on WIN32 from _bpy.context_members
As of [0] which references context arrays from the Python API,
C++ name mangling caused 'node_context_dir' not to be found for WIN32.

[0]: c8edc458d1
2022-05-18 19:40:23 +10:00
5d1cab0c2f Merge branch 'blender-v3.2-release' 2022-05-18 14:42:55 +10:00
d7053ba030 Fix T98191: Alt-LMB for node detach fails with RMB select
Regression caused by [0] which changed node selection to use
PRESS for selection and CLICK_DRAG to transform the selection.

This conflicted with Alt-LMB which would select the node then
pass-though to node.background_sample, preventing the drag event
from being activated.

Resolve by only activating background-sample when the cursor
isn't over a node or socket.

[0]: 4c3e91e5f5
2022-05-18 14:39:48 +10:00
2c75857f9f Cleanup: spelling in comments, use doxygen comments 2022-05-06 17:56:59 +10:00
b891c72d2d Fix T97575: Toggling fullscreen causes compositor recalc
The root of the issue is that compositor is using refresh mechanism
to handle recalc.

The safest fix which does not require deep refactor is to check to
whether node space was tagged for refresh from listener (currently
it is listeners which are responsible for tackling compositor tree
recalc).

Differential Revision: https://developer.blender.org/D14856
2022-05-05 15:35:59 +02:00
484a914647 UI: Add support for showing socket descriptions in tooltips
Currently, hovering over a socket itself shows no tooltip at all, while
hovering over its value field shows "Default value", which is not helpful.

This patch therefore implements socket tooltips following the proposal at
https://blender.community/c/rightclickselect/2Qgbbc/.

A lot of the basic functionality was already implemented for Geometry Nodes,
where hovering over the socket itself shows introspection info.

This patch extends this by:
- Supporting dynamic tooltips on labels, which is important for good tooltip
  coverage in a socket's region of the node.
- Adding a function to setting a dynamic tooltip for an entire uiLayout, which
  avoids needing to set it manually for a wide variety of socket types.
- Hiding the property label field in a tooltip when dynamic tooltip is also
  provided. If really needed, this label can be restored through the dynamic
  tooltip, but in all current cases the label is actually pointless anyways
  since the dynamic tooltip gives more accurate and specific information.
- Adding dynamic tooltips to a socket's UI layout row if it has a description
  configured, both in the Node Editor as well as in the Material Properties.

Note that the patch does not add any actual tooltip content yet, just the
infrastructure to show them. By default, sockets without a description still
show the old "Default value" tooltip.

For an example of how to add socket descriptions, check the Cylinder node
in the Geometry Nodes.

Differential Revision: https://developer.blender.org/D9967
2022-04-11 23:40:48 +02:00
762d3a48e8 Cleanup: Avoid storing pointers for attribute search callback
It's better to use some local/stable identifiier to avoid relying on
the data not being freed in between creating the search menu and
the exec function. This is similar to c473b2ce8b.
2022-03-30 20:54:11 -05:00
943b919fe8 Geometry Nodes: Remove legacy node code
This commit removes the implementations of legacy nodes,
their type definitions, and related code that becomes unused.
Now that we have two releases that included the legacy nodes,
there is not much reason to include them still. Removing the
code means refactoring will be easier, and old code doesn't
have to be tested and maintained.

After this commit, the legacy nodes will be undefined in the UI,
so 3.0 or 3.1 should be used to convert files to the fields system.

The net change is 12184 lines removed!

The tooltip for legacy nodes mentioned that we would remove
them before 4.0, which was purposefully a bit vague to allow
us this flexibility. In a poll in a devtalk post showed that the
majority of people were okay with removing the nodes.
https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199

Differential Revision: https://developer.blender.org/D14353
2022-03-16 08:51:11 -05:00
Leon Schittek
ae6400cfb4 UI: Fix multi input socket outline and highlight
Small fixes to the drawing of multi input sockets:
 - Make the outline thickness consistent with normal node sockets,
   independent from the screen DPI.
 - Only highlight multi input sockets when they are actually selected.
 - Skip selected multi inputs when drawing normal selected sockets.

Differential Revision: https://developer.blender.org/D14192
2022-02-28 18:05:30 -05:00
Leon Schittek
75bb99fa40 Nodes: Improve readability of selected node links
This commit improves the drawing of selected node links:
 - Highlight the entire link to make it easier to spot where the link
   is going/coming from.
 - Always draw selected links on top, so they are always clearly
   visible.
 - Don't fade selected node links when the sockets they are connected
   to are out out view.
 - Dragged node links still get a partial highlight when they are only
   attached to one socket.

Differential Revision: https://developer.blender.org/D11930
2022-02-28 15:52:00 -05:00
a9f023e226 BLI: Change dependencies in vector math files
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
2022-02-15 10:27:03 -06:00
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
0617efd51b Merge branch 'blender-v3.1-release' 2022-02-08 10:26:42 +01:00
1995aae6e3 Fix T94415: Nodes: poor selection behavior inside frame nodes
Previously, node selection made no distinction between a frame node and
other nodes. So a frame node would be selected by their whole rect or
center (depending on box/lasso/circle select). As a consequence of this,
box and lasso could not pratically be started inside a frame node (with
the intention to select a subset of contained child nodes) because the
frame would be selected immediately and tweak-transforming started.
Circle selecting would always contain the frame node as well (making
transforming a subset of nodes without also transforming the whole frame
impossible).

Now change selection behavior so that for all selection modes only the
border [the margin area that is automatically added around all nodes,
see note below] of a frame node is considered in selection. This makes
for a much more intuitive experience when arranging nodes inside frames.

note: to make the area of interest for selection/moving more obvious,
the cursor changes when hovering over (as is done for resizing).
note: this also makes the resize margin consistent with other nodes.
note: this also fixes right resize border (was exclusive instead of
inclusive as every other border)

Also fixes T46540.
2022-02-08 10:14:14 +01:00
af426c8508 Cleanup: Add file names back to node header
These were removed in rBbe3f3812dc4b, but it's preferred to keep them.
I had to do a bit of reorganizing, and I corrected the file type too.
2022-02-03 15:34:01 -06:00
9ca1052226 Fix Python API docs build error
There is probably a better solution that's possible, but the few other
things I tried didn't work, and the build error should be resolved for
the buildbots. This is similar to the "breaks" in the namespace for
functions declared in `ED_node.h`.
2022-01-20 15:10:28 -06:00
902a103f80 Cleanup: Move node editor files to proper namespace
This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.

The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.

Differential Revision: https://developer.blender.org/D13871
2022-01-20 10:36:56 -06:00
221ff895d9 Cleanup: Use references, LISTBASE_FOREACH macro 2022-01-18 13:32:36 -06:00
977baeaa26 Cleanup: Make node editor functions private
These operations (sorting and selecting all nodes) should generally
be handled by the node editor and not outside code. They were not
called outside of the node editor, so they can be moved to the editor's
`intern` header.
2022-01-18 13:07:41 -06:00
09ecb089a5 Cleanup: Remove unused node editor toolbar file
This file was added nine years ago, and was unused then.
Now with active tools we use a different approach to create
toolbars, so the file is not relevant.
2022-01-18 12:31:14 -06:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:19:39 +01:00
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
4067367b6c Cleanup: Clang-tidy: modernize-redundant-void-arg 2022-01-05 21:44:22 -05:00