Moving `__call__` logic into Python's C-API means error messages
caused by operators reference the code of the caller instead of the
call from `.scripts/modules/bpy/ops.py`.
When a full call stack is available this isn't so important,
however when logging callers it's not useful to log the call
from `ops.py`.
There minor performance advantages for moving from Python to C++
however this wasn't a significant consideration for the change.
Note that this is a fairly direct conversion from Python to C++,
there is room for refactoring to simplify the calling logic.
See #144746 for the motivation & #147448 for further improvements.
Ref !145344
This makes the shader node inlining from #141936 available to external renderers
which use the Python API. Existing external renderer add-ons need to be updated
to get the inlined node tree from a material like below instead of using the
original node tree of the material directly.
The main contribution are these three methods: `Material.inline_shader_nodes()`,
`Light.inline_shader_nodes()` and `World.inline_shader_nodes()`.
In theory, there could be an inlining API for node trees more generally, but
some aspects of the inlining are specific to shader nodes currently. For example
the detection of output nodes and implicit input handling. Furthermore, having
the method on e.g. `Material` instead of on the node tree might be more future
proof for the case when we want to store input properties of the material on the
`Material` which are then passed into the shader node tree.
Example from API docs:
```python
import bpy
# The materials should be retrieved from the evaluated object to make sure that
# e.g. edits of Geometry Nodes are applied.
depsgraph = bpy.context.view_layer.depsgraph
ob = bpy.context.active_object
ob_eval = depsgraph.id_eval_get(ob)
material_eval = ob_eval.material_slots[0].material
# Compute the inlined shader nodes.
# Important: Do not loose the reference to this object while accessing the inlined
# node tree. Otherwise there will be a crash due to a dangling pointer.
inline_shader_nodes = material_eval.inline_shader_nodes()
# Get the actual inlined `bpy.types.NodeTree`.
tree = inline_shader_nodes.node_tree
for node in tree.nodes:
print(node.name)
```
Pull Request: https://projects.blender.org/blender/blender/pulls/145811
This follows the other CMake "modernization" commits, this time for
`bf_intern_openvdb` and the OpenVDB dependency itself.
The difference with this one is that `intern/openvdb` becomes an
"optional" dependency itself. This is because downstream consumers often
want to include this dependency rather than openvdb directly, so this
target must also be optional. Optional, in this case, means the target
always exists but may be entirely empty.
Summary
- If you are using BKE APIs to access openvdb features, then use the
`bf::blenkernel` target
- If you are only using `intern/openvdb` APIs then use the
`bf::intern::optional::openvdb` target (rare)
- For all other cases, use the `bf::dependencies::optional::openvdb`
target (rare)
context: https://devtalk.blender.org/t/cmake-cleanup/30260
Pull Request: https://projects.blender.org/blender/blender/pulls/137071
Briefly about this change:
- OpenColorIO C-API is removed.
- The information about color spaces in ImBuf module is removed.
It was stored in global ListBase in colormanagement.cc.
- Both OpenColorIO and fallback implementation supports GPU drawing.
- Fallback implementation supports white point, RGB curves, etc.
- Removed check for support of GPU drawing in IMB.
Historically it was implemented in a separate library with C-API, this
is because way back C++ code needed to stay in intern. This causes all
sort of overheads, and even calls that are strictly considered bad
level.
This change moves OpenColorIO integration into a module within imbuf,
next to movie, and next to IMB_colormanagement which is the main user
of it. This allows to avoid copy of color spaces, displays, views etc
in the ImBuf: they were used to help quickly querying information to
be shown on the interface. With this change it can be stored in the
same data structures as what is used by the OpenColorIO integration.
While it might not be fully avoiding duplication it is now less, and
there is no need in the user code to maintain the copies.
In a lot of cases this change also avoids allocations done per access
to the OpenColorIO. For example, it is not needed anymore to allocate
image descriptor in a heap.
The bigger user-visible change is that the fallback implementation now
supports GLSL drawing, with the whole list of supported features, such
as curve mapping and white point. This should help simplifying code
which relies on color space conversion on GPU: there is no need to
figure out fallback solution in such cases. The only case when drawing
will not work is when there is some actual bug, or driver issue, and
shader has failed to compile.
The change avoids having an opaque type for color space, and instead
uses forward declaration. It is a bit verbose on declaration, but helps
avoiding unsafe type-casts. There are ways to solve this in the future,
like having a header for forward declaration, or to flatten the name
space a bit.
There should be no user-level changes under normal operation.
When building without OpenColorIO or the configuration has a typo or
is missing a fuller set of color management tools is applies (such as the
white point correction).
Pull Request: https://projects.blender.org/blender/blender/pulls/138433
Adds a C++ based FBX importer, using 3rd party ufbx library (design task:
#131304). The old Python based importer is still there; the new one is marked
as "(experimental)" in the menu item. Drag-and-drop uses the old Python
importer; the new one is only in the menu item.
The new importer is generally 2x-5x faster than the old one, and often uses
less memory too. There's potential to make it several times faster still.
- ASCII FBX files are supported now
- Binary FBX files older than 7.1 (SDK 2012) version are supported now
- Better handling of "geometric transform" (common in 3dsmax), manifesting
as wrong rotation for some objects when in a hierarchy (e.g. #131172)
- Some FBX files that the old importer was failing to read are supported now
(e.g. cases 47344, 134983)
- Materials import more shader parameters (IOR, diffuse roughness,
anisotropy, subsurface, transmission, coat, sheen, thin film) and shader
models (e.g. OpenPBR or glTF2 materials from 3dsmax imports much better)
- Importer now creates layered/slotted animation actions. Each "take" inside
FBX file creates one action, and animated object within it gets a slot.
- Materials that use the same texture several times no longer create
duplicate images; the same image is used
- Material diffuse color animations were imported, but they only animated
the viewport color. Now they also animate the nodetree base color too.
- "Ignore Leaf Bones" option no longer ignores leaf bones that are actually
skinned to some parts of the mesh.
- Previous importer was creating orphan invisible Camera data objects for
some files (mostly from MotionBuilder?), new one properly creates these
cameras.
Import settings that existed in Python importer, but are NOT DONE in the new
one (mostly because not sure if they are useful, and no one asked for them
from feedback yet):
- Manual Orientation & Forward/Up Axis: not sure if actually useful. FBX
file itself specifies the axes fairly clearly. USD/glTF/Alembic also do
not have settings to override them.
- Use Pre/Post Rotation (defaults on): feels like it should just always be
on. ufbx handles that internally.
- Apply Transform (defaults off, warning icon): not sure if needed at all.
- Decal Offset: Cycles specific. None of other importers have it.
- Automatic Bone Orientation (defaults off): feels like current behavior
(either on or off) often produces "nonsensical bones" where bone direction
does not go towards the children with either setting. There are discussions
within I/O and Animation modules about different ways of bone
visualizations and/or different bone length axes, that would solve this
in general.
- Force Connect Children (defaults off): not sure when that would be useful.
On several animated armatures I tried, it turns armature animation
into garbage.
- Primary/Secondary Bone Axis: again not sure when would be useful.
Importer UI screenshots, performance benchmark details and TODOs for later
work are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/132406
Remove long-deprecated constraints that will likely never be
implemented in this form.
- Rigid Body Joint Constraint was removed in 2.80, but some references
remained in the code. Versioning code was written that tried to
remove them on load, but since constraint initialization code sets
the type to CONSTRAINT_TYPE_NULL before versioning gets a chance,
the versioning code ended up never running. This has all been
removed.
- Python/Script Constraint never worked since 2.50 and showed an error
message in the UI panel.
These constraints now load as 'null' constraint, as seems to be
(looking at the code) the way that Blender currently deals with
removed constraint types. These still show up in the outliner and
python API, but have no UI panel. Removing such constraints completely
will be left for another time, as it is beyond the scope of removing
these two specific constraint types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136672
In Geometry Nodes a geometry is represented by a `GeometrySet`. This is a
container that can contain one geometry of each of the supported types (mesh,
curves, volume, grease pencil, pointcloud, instances). It's possible for a
`GeometrySet` to contain e.g. a mesh and a point cloud.
This patch creates a Python wrapper for the built-in `GeometrySet`. For now,
it's main purpose is to consume the complete evaluated geometry of an object
without having to go through complex hoops via `depsgraph.object_instances`. It
also also allows retrieving instances that have been created with legacy
instancing systems such as dupli-verts or particles.
In the future, the `GeometrySet` API could also be used for more kinds of
geometry processing from Python, similar to how we use `GeometrySet` internally
as generic geometry storage.
Since we can't really have constness guarantees in Python currently, it's
enforced that the `GeometrySet` wrapper always has its own copy of each geometry
type (so e.g. it does not share a `Mesh` data-block pointer with any other place
in Blender). Without the copy, changes to the mesh in the geometry set would
also affect the evaluated geometry that Blender sees. The copy has a small cost,
but typically the overhead should be low, because attributes and other run-time
data can still be shared. This should be entirely thread-safe, assuming that no
code modifies implicitly shared data, which is forbidden. For historic reasons
there are still cases like #132423 where this assumption does not hold in all
cases. Those cases should be fixed. To my knowledge, this patch does not
introduce any new such issues or makes existing issues worse.
Pull Request: https://projects.blender.org/blender/blender/pulls/135318
Support differentiating between portable & system installations,
useful to properly locate relative paths which would not work
on system installations.
Ref !133143
This caused build errors on the docs builder, I can't seem to reproduce
locally, so revert for now and have another look at some point in the
future.
Sadly as these changes usually go, this took 5c515e26bb and
2f0fc7fc9f with it as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/132559
Disable dynamic SDL loading as well as disable SDL for release builds.
This was only used for audio output which can already use OpenAL
if there are back-ends not natively supported by Blender.
- Remove extern/sdlew/
- Remove the WITH_SDL_DYNLOAD build option.
- Remove `bpy.app.sdl.available`.
Ref !127554
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
Add support for add-ons to define commands using the new argument
`-c` or `--command`.
Commands behave as follows:
- Passing in a command enables background mode without the need to pass
in `--background`.
- All arguments following the command are passed to the command
(without the need to use the `--` argument).
- Add-ons can define their own commands via
`bpy.utils.register_cli_command` (see examples in API docs).
- Passing in `--command help` lists all available commands.
Ref !119115
Blender had a very limited (only uncompressed or MJPEG frames) .avi file
support, for both reading and writing. This is something that ffmpeg can
fully do.
This removes all of that. 3500 lines of code gone, primary motivations being:
- ffmpeg can read and write .avi files just fine, including ones with
uncompressed or MJPEG frames.
- Blender's ffmpeg integration could also be taught to produce uncompressed or
MJPEG .avi files, but TBH I don't see a particular reason to do that. Modern
formats like H264 are better in every way, and already support "lossless"
option if needed.
- The "Lite" blender build configuration was excluding both ffmpeg and avi
anyway, so that config is something that can't read nor write any movies.
User visible changes:
- In scene image output type, under Video section now there's only Ffmpeg Video
(AVI Raw and AVI JPEG are gone)
- Whenever loading an existing file, if output was one of AVI Raw / AVI JPEG,
it is set to Ffmpeg Video.
Pull Request: https://projects.blender.org/blender/blender/pulls/118409
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
The code from 5ac392ca4 did not work on macOS since WITH_INSTALL_PORTABLE
is not set there. This issue was hidden before, but now happens due to
the changes in #114569 to avoid using /etc/ssl.
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
Resolve an error with SSL using a hard coded path to certificates on
Linux causing HTTPS access to fail.
request.urlopen(..) couldn't access any HTTPS URL's.
No functional changes.
Move the following keyframing functions to the animrig folder
* `insert_keyframe_direct`
* `insert_keyframe`
* `delete_keyframe`
* `clear_keyframe`
In order to disentangle the code I had to move the following as well
* `delete_keyframe_fcurve`
* `visualkey_can_use`
* `visualkey_get_values`
In order to sort the functions I made 3 files (and their header counterparts)
* fcurve.cc
* keyframing.cc
* visualkey.cc
The following functions I made public so they won't get duplicated
* `update_autoflags_fcurve_direct`
* `ANIM_setting_get_rna_values`
There are public keyframing functions that
I left in the editors/animation/keyframing.cc file
I'd like to limit the scope of this refactor, and then
clean up the moved functions before moving even more over
Part of #113278
Pull Request: https://projects.blender.org/blender/blender/pulls/113503
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Hydra is a rendering architecture part of USD, designed to abstract the
host application from the renderer. A renderer implementing a Hydra
render delegate can run in any host application supporting Hydra, which
now includes Blender.
For external renderers this means less code to be written, and improved
performance due to a using a C++ API instead of a Python API.
Add-ons need to subclass bpy.types.HydraRenderEngine. See the example in
the Python API docs for details.
An add-on for Hydra Storm will be included as well. This is USD's
rasterizing renderer, used in other applications like usdview. For users
it can provide a preview of USD file export, and for developers it
serves a reference.
There are still limitations and missing features, especially around
materials. The remaining to do items are tracked in #110765.
This feature was contributed by AMD.
Ref #110765
Co-authored-by: Georgiy Markelov <georgiy.m.markelov@gmail.com>
Co-authored-by: Vasyl-Pidhirskyi <vpidhirskyi@gmail.com>
Co-authored-by: Brian Savery <brian.savery@gmail.com>
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104712
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438