This formats code that is disabled using `#if 0`. Formatting was achieved
by temporarily changing `#if 0` to `#if 1 /*something*/`, then formatting,
and then changing it back to `#if 0`.
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
There's quite a few libraries that depend on dna_type_offsets.h
but had gotten to it by just adding the folder that contains it to
their includes INC section without declaring a dependency to
bf_dna in the LIB section.
which occasionally lead to the lib building before bf_dna and the
header being missing, while this generally gets fixed in CMake by
adding bf_dna to the LIB section of the lib, however until last
week all libraries in the LIB section were linked as INTERFACE so
adding it in there did not resolve the build issue.
To make things still build, we sprinkled add_dependencies wherever
we needed it to force a build order.
This diff :
Declares public include folders for the bf_dna target so there's
no more fudging the INC section required to get to them.
Removes all dna related paths from the INC section for all
libraries.
Adds an alias target bf:dna to signify it has been updated to
modern cmake
Declares a dependency on bf::dna for all libraries that require it
Removes (almost) all calls to add_dependencies for bf_dna
Future work:
Because of the manual dependency management that was done, there is
now some "clutter" with libs depending on bf_dna that realistically
don't. Example bf_intern_opencolorio itself has no dependency on
bf_dna at all, doesn't need it, doesn't use it. However the
dna include folder had been added to it in the past since bf_blenlib
uses dna headers in some of its public headers and
bf_intern_opencolorio does use those blenlib headers.
Given bf_blenlib now correctly declares the dependency on bf_dna
as public bf_intern_opencolorio will get the dna header directory
automatically from CMake, hence some cleanup could be done for
bf_intern_opencolorio
Because 99% of the changes in this diff have been automated, this diff
does not seek to address these issues as there is no easy way to
determine why a certain dependency is in place. A developer will have
to make a pass a this at some later point in time. As I'd rather not
mix automated and manual labour.
There are a few libraries that could not be automatically processed
(ie bf_blendthumb) that also will need this manual look-over.
Pull Request: https://projects.blender.org/blender/blender/pulls/109835
This introduces an alias target `bf::intern::atomic` for
`bf_intern_atomic`. This has the following benefits:
- Any target name with `::` in it will be recognized as an actual
target by cmake, rather than a library name it may not know about.
and will be validated by cmake to exist. Which means if you make
a typo in the LIB section, CMake will error out telling you it
doesn't know about this specific target rather than passing it on
to the build system, where you'll either get build or linker errors
because of said typo.
- Given there is quite a cleanup still to do in the build system,
it won't always be obvious which targets have been updated to
modern targets and which still need to be done. Having a namespaced
target name is a good indicator there.
Pull Request: https://projects.blender.org/blender/blender/pulls/109784
When using ASAN without WITH_COMPILER_ASAN, for example when enabling it
in Xcode, some symbols would be missing from makesdna. Instead just always
include them, there's no harm in it.
Also deduplicate some code.
Pull Request: https://projects.blender.org/blender/blender/pulls/109666
Also see #103343.
The main complication here was that the `long` type was poisoned in GCC, but it's used by
some included C++ headers. I removed the compile-dependent poison and added a new
check for `long` and `ulong` so that they still can't be used in DNA.
Pull Request: https://projects.blender.org/blender/blender/pulls/109617
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
This patch adds address sanitizer support to memory pools.
when ASAN is enabled the following happens:
* 32 byte red zones are inserted between pool elements.
* The BLI_mempool struct itself is marked as a red zone.
* Access to the pool goes through a thread mutex (except when compiling makesdna).
This is very useful for finding bugs in code that uses BMesh.
Pull Request: #104668
This option is true by default, but it can be changed for
any asset library (that may be using Link as import method).
This also fix "Reset to Default Value" for the Import Method
since this was originally not using the defaults.
Pull Request: https://projects.blender.org/blender/blender/pulls/107345
Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.
NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.
Pull Request: https://projects.blender.org/blender/blender/pulls/104876
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.
This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.
The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.
**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
term, to be consistent with the user-facing "sharp faces" wording,
and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
make sure defaults are the same.
- Versioning for the edge mode extrude node is particularly complex.
New nodes are added by versioning to propagate the attribute in its
old inverted state.
- A lot of access is still done through the `CustomData` API rather
than the attribute API because of a few functions. That can be
cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
single value for when all faces are sharp.
Pull Request: https://projects.blender.org/blender/blender/pulls/104422
Applied for the motion tracking data data structures.
There are two advantages of doing so:
- More explicit and platform independent way of indicating that
something is legacy and is not to be accessed outside of the
versioning code.
- Simplifies conversion to C++ where having deprecated fields
triggers warning in implicitly defined assign operator.
Pull Request #105340
As part of #95966, move the `ME_SEAM` flag on mesh edges
to a generic boolean attribute, called `.uv_seam`. This is the
last bit of extra information stored in mesh edges. After this
is committed we can switch to a different type for them and
have a 1/3 improvement in memory consumption.
It is also now possible to see that a mesh has no UV seams in
constant time, and like other similar refactors, interacting with
only the UV seams can be done with less memory.
The attribute name starts with a `.` to signify that the attribute,
like face sets, isn't meant to be used in arbitrary procedural
situations (with geometry nodes for example). That gives us more
freedom to change things in the future.
Pull Request #104728
This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755
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).
Struct members loc/size were misleading as they read as if the object
data stored object level transform channels. Rename these to match RNA
with a `texspace_*` prefix to make it clear these struct members only
apply to texture-space transform.
Also rename ME_AUTOSPACE & ME_AUTOSPACE_EVALUATED to
ME_TEXSPACE_FLAG_AUTO & ME_TEXSPACE_FLAG_AUTO_EVALUATED.
Using run-time members in the surface modifier complicated code-review
and caused an unnecessary renaming in `dna_rename_defs.h`.
Also rename:
- `x` -> `vert_positions_prev`.
- `v` -> `vert_velocities`.
- `cfra` -> `cfra_prev`.
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
Both, the guarded and lockfree allocator, are keeping track of current
and peak memory usage. Even the lockfree allocator used to use a
global atomic variable for the memory usage. When multiple threads
use the allocator at the same time, this variable is highly contended.
This can result in significant slowdowns as presented in D16862.
While specific cases could always be optimized by reducing the number
of allocations, having this synchronization point in functions used by
almost every part of Blender is not great.
The solution is use thread-local memory counters which are only added
together when the memory usage is actually requested. For more details
see in-code comments and D16862.
Differential Revision: https://developer.blender.org/D16862
This avoids need to do special trickery detecting whether the principal
point is to be changed when reloading movie clip. This also allows to
transfer the optical center from high-res footage to possibly its lower
resolution proxy without manual adjustment.
On a user level the difference is that the principal point is exposed in
the normalized coordinates: frame center has coordinate of (0, 0), left
bottom corner of a frame has coordinate of (-1, -1) and the right top
corner has coordinate of (1, 1).
Another user-visible change is that there is no more operator for setting
the principal point to center: use backspace on the center sliders will
reset values to 0 which corresponds to the center.
The code implements versioning in both directions, so it should be
possible to open file in older Blender versions without loosing
configuration.
For the Python API there are two ways to access the property:
- `tracking.camera.principal_point` which is measured in the normalized
space.
- `tracking.camera.principal_point_pixels` to access the pixel-space
principal point.
Both properties are not animatable, so there will by no conflict coming.
Differential Revision: https://developer.blender.org/D16573
Historically tracks and reconstruction for motion tracking camera
object were stored in the motion tracking structure. This is because
the data structures pre-dates object tracking support, and it was
never changed to preserve compatibility.
Now the compatibility code supports more tricks and allows to change
the ownership without breaking any compatibility. This is what this
change does: it moves tracks from motion tracking structure to the
motion tracking camera object, and does it in a way that no
compatibility is broken.
One of the side-effects of this change is that the active track is
now stored on motion tracking object level, which allows to change
active motion tracking object without loosing active track. Other
than that there are no expected user-level changes.
The goal is to improve clarity and readability, without
introducing big design changes.
Follows the recent obmat to object_to_world refactor: the
similar naming is used, and it is a run-time only rename,
meaning, there is no affect on .blend files.
This patch does not touch the redundant inversions. Those
can be removed in almost (if not all) cases, but it would
be the best to do it as a separate change.
Differential Revision: https://developer.blender.org/D16367
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
This modifier converts any stroke (no fill strokes) into perimeter
from camera view. Also, it's possible to define an alternative
material for the outline.
There is an option to include a target object to manipulate the start
point of the strokes. The start point will be the nearest point
to the target object.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100826
Differential Revision: https://developer.blender.org/D15882
Note: Icon will be updated in T101155