Commit Graph

890 Commits

Author SHA1 Message Date
Brecht Van Lommel
2fb6a30b23 Refactor: Build generated DNA files as C++
Pull Request: https://projects.blender.org/blender/blender/pulls/134469
2025-02-13 18:55:37 +01:00
Brecht Van Lommel
e2e1984e60 Refactor: Convert remainder of blenlib to C++
A few headers like BLI_math_constants.h and BLI_utildefines.h keep working
for C code, for remaining makesdna and userdef defaults code in C.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00
Campbell Barton
3d68af0cf2 Cleanup: use ELEM macros for clarity
Also use shorter "uchar" type.
2025-01-30 14:18:40 +11:00
Jacques Lucke
436eace765 Core: add functions to print DNA structs with all their members
This adds a new `DNA_print.hh` header which contains functions to print DNA
structs with all their data members in a human readable form. This is intended
for debugging purposes.

The basic usage is very straight forward: `DNA_print_struct(TypeName, data);`.
For example: `DNA_print_struct(bNode, node);`.

There is also `DNA_print_structs_at_address` which is primarily useful when
debugging what is written to a .blend file.

This was originally developed for #133063, but is already quite useful on its
own.

Pull Request: https://projects.blender.org/blender/blender/pulls/133432
2025-01-23 17:37:26 +01:00
John Kiril Swenson
09a65ca669 Cleanup: VSE: Rename SeqConnection to StripConnection and seq_ref to strip_ref
Pull Request: https://projects.blender.org/blender/blender/pulls/132932
2025-01-13 18:16:48 +01:00
Jacques Lucke
971c96a92c Nodes: rename integer type of nodes to type_legacy
The new description for `bNode.type_legacy`:
```
  /**
   * Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
   * does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
   * This is mainly kept for compatibility reasons.
   *
   * Currently, this type is also used in many parts of Blender, but that should slowly be phased
   * out by either relying on idnames, accessor methods like `node.is_reroute()`.
   *
   * A main benefit of this integer type over using idnames currently is that integer comparison is
   * much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
   * "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
   * types. That could mean e.g. using `ustring` for idnames (where string comparison is just
   * pointer comparison), or using a run-time generated integer that is automatically assigned when
   * node types are registered.
   */
```

Pull Request: https://projects.blender.org/blender/blender/pulls/132858
2025-01-09 15:28:57 +01:00
Brecht Van Lommel
920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00
Falk David
655a17a6ab Refactor: VSE: Rename Sequence to Strip
This renames the struct `Sequence` to `Strip`.

While the motivation for this partially comes from
the "Sequence Design" #131329, it seems like this
is a good refactor whether the design gets implemented
or not.

The `Sequence` represents what users see as strips in the
VSE. Many places in the code already refere to a `Sequence`
as "strip". It's the C-style "base class" of all strip types.

This also renames the python RNA type `bpy.types.Sequence`
to `bpy.types.Strip` which means that this technically breaks
the python API.

Pull Request: https://projects.blender.org/blender/blender/pulls/132179
2025-01-06 14:19:24 +01:00
Falk David
a7d3ced570 Refactor: VSE: Rename Strip to StripData
This renames the `Strip` struct to `StripData` and also renames
the `Sequence::strip` member to `Sequence::data`.

This is a first step towards naming the `Sequence` struct to `Strip`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132165
2024-12-20 18:02:31 +01:00
Aras Pranckevicius
e99252d7fd Refactor: more cleanups and renamed to movie/ffmpeg related files
- All movie related public headers now have MOV_ prefix instead of
  IMB_movie_.
- All movie related public functions now have MOV_ prefix as well,
  instead of IMB_movie_ or IMB_anim_.
- IMB_anim.hh -> MOV_read.hh (also ImBufAnim -> MovieReader), and
  various utility functions not related to playback were split off
  into MOV_util.hh.
- Other function name tweaks for clarity, e.g. IMB_suffix_anim
  -> MOV_set_multiview_suffix and so on.
- All except one usages of MOV_get_fps (nee IMB_anim_get_fps) were
  ultimately just converting returned value into a float. So make
  MOV_get_fps just return that directly. For the (exactly just one)
  place that needs numerator and denominator, have
  MOV_get_fps_num_denom.
- Code comments on the public header functions.
- Removed never-used code paths inside movie timecode proxy building
  file.

It might be easier to review each commit separately.

Pull Request: https://projects.blender.org/blender/blender/pulls/132145
2024-12-20 13:23:08 +01:00
Aras Pranckevicius
974efe7d23 Refactor: move ffmpeg/video related code into one place
Previously, code related to reading/writing movie files via ffmpeg was
scattered around: some under blenkernel, some directly in generic
imbuf headers, some under intern/ffmpeg. Some of the files were named
with not exactly clear names. Some parts not directly related to movies
were including ffmpeg headers directly (rna_scene.cc).

What is in this PR:

Movie and ffmpeg related code is now under imbuf/movie:
- IMB_anim.hh: movie reading, proxy querying, various utility functions.
- IMB_movie_enums.hh: simple enum definitions,
- IMB_movie_write.hh: movie writing functions.
- intern: actual implementation and private headers.
    - ffmpeg_compat.h: various ffmpeg version difference handling
      utilities,
    - ffmpeg_swscale.hh/cc: scaling and format conversion utilities
      for ffmpeg libswscale,
    - ffmpeg_util.hh/cc: misc utilities related to ffmpeg,
    - movie_proxy_indexer.hh/cc: proxies and timecode indexing for movies,
    - movie_read.hh/cc: decoding of movies into images,
    - movie_write.cc: encoding of images into movies.
- tests: basic ffmpeg library unit tests that previously
  lived under intern/ffmpeg.

Interface changes (at C++ level, no Python API changes):
- Mostly just movie related functions that were BKE_ previously, are now IMB_.
- I did one large-ish change though, and that is to remove bMovieHandle
  struct that had pointers to several functions. Now that is
  IMB_movie_write_begin, IMB_movie_write_append, IMB_movie_write_end
  functions using a single opaque struct handle. As a result, usages
  of that in pipeline.cc and render_opengl.cc have changed.

Pull Request: https://projects.blender.org/blender/blender/pulls/132074
2024-12-19 12:34:30 +01:00
Hans Goudey
4bf34d9591 Nodes: Simplify location storage, remove hidden offfsets
Currently each node's position is stored in the coordinate space of
its parent. To find the location of a node on the canvas, we have to
apply the translation of each of its parents. Also, nodes have hidden
"offset" values used while transforming frame nodes. Together,
those made the system much more complicated than necessary,
and they made the Python API ineffective.

This commit removes usage of the offset values and moves nodes
to be stored in the "global" space of the node canvas. It also resolves
some weird behavior when resizing frame nodes, and fixes a few bugs.

The change is forward compatible, so we still write files with nodes in
the old parent-space format. In 5.0 the conversion when writing can be
removed. The existing Python API also stays the same. A new
"location_absolute" property gives node locations in global space,
and changing the old property also moves the child nodes of frames.

Resolves #92458, #72904.

Pull Request: https://projects.blender.org/blender/blender/pulls/131335
2024-12-11 21:06:41 +01:00
Sybren A. Stüvel
be921b8ddb Anim: start slot handles at a high number
The `Action::last_slot_handle` field is set to a high-ish value, to
disambiguate slot handles from array indices.

Slot handles are opaque integers, and are just used to find a slot
with that particular handle. Its exact value is irrelevant; Blender
only ensures that slot handles are never reused within the same
Action.

This particular value was obtained by taking the 31 most significant
bits of the TentHash value (Nathan's hash function) for the string
"Quercus&Laksa" (Sybren's cats).

Pull Request: https://projects.blender.org/blender/blender/pulls/131310
2024-12-03 16:15:25 +01:00
Campbell Barton
b48c81761f Docs: improve wording for dna_defaults.c descriptions 2024-12-03 22:20:43 +11:00
Nathan Vegdahl
089c3cd85c Refactor: rename ChannelBag and channel_bag
We've had a bunch of inconsistency between `channel_bag` and `channelbag` in the
code base.  After discussion with @dr.sybren, we decided to standardize on
`channelbag` and also rename the camelcase `ChannelBag` to `Channelbag` to be
consistent with that.

This PR implements those changes.

Note that the reason we standardized on `channelbag` rather than `channel_bag`
is because it makes things clearer when stringing multiple terms together in
type and function names.  For example, in `channelbag_fcurves_move()` it makes
it clear that `channelbag` describes one thing, rather than `channel` and `bag`
being two separate things.

No functional changes intended.

Pull Request: https://projects.blender.org/blender/blender/pulls/130988
2024-12-02 17:55:59 +01:00
Nathan Vegdahl
409697a962 Anim: rename action_slot_name to last_slot_identifier
`AnimData`, NLA strips, and action constraints all have an `action_slot_name`
field in RNA. The purpose of this field is to store the identifier of the most
recently assigned slot, so that it can be used for auto-assignment when later
assigning different actions.

However, this field name is misleading in two ways:

1. In accordance with #130740, it's actually the slot *identifier*, not name.
2. It could be mistaken as a way to rename the currently assigned slot, which it
   is not.

To resolve both of those issues, we're renaming the field to
`last_slot_identifier`, which better communicates its actual nature.

As a bonus, this also ends up decluttering Python autocomplete when looking
for things related to action_slot.

Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130911
2024-11-26 16:05:40 +01:00
Nathan Vegdahl
c0fd193abf Anim: rename slot name to slot identifier
This PR renames `ActionSlot::name` to `ActionSlot::identifier` for both DNA and
RNA, and also renames related methods, functions, constants, and comments.

The purpose of this rename is to help make it clear that this is not a "name"
in the traditional sense, but rather is a composite of the slot name + id type
for lookup purposes.

Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130740
2024-11-26 12:11:06 +01:00
Campbell Barton
a1dfd51fae Cleanup: rename SceneEEVEE::gtao_quality -> fast_gi_quality
Avoid confusion from misleading/incorrect names, see: #129830.
2024-11-06 10:49:58 +11:00
Campbell Barton
b53c20db25 EEVEE: remove DNA/RNA for values that are no longer in use
Remove values from EEVEE which are no longer used.

Ref !129832
2024-11-05 23:00:29 +11:00
Campbell Barton
459c7c7f82 Cleanup: sort DNA rename (documented as sorted) 2024-10-03 14:44:12 +10:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Campbell Barton
9be29e1bbc Cleanup: match function & declaration names 2024-09-15 23:14:07 +10:00
Campbell Barton
8db8185276 Fix crash reading files from v2.66
Old files can contain names without any name part (`*` in this case).

Resolve the buffer overflow by checking for nil before the name begins.
2024-09-04 20:12:06 +10:00
Julian Eisel
a8c08e4a8c Refactor: Sculpt/Paint: Rename brush "tool" to "brush type"
The term "tool" is historic from before the actual tool system got
introduced. Since then the term was already a bit confusing, because it
wasn't directly related to the tool system, but there was still some
relationship between the two. Now brushes and their types are decoupled
much more from the tool system, with a single "Brush" tool supporting
all kinds of brushes (draw, grab, cloth, smooth, ...).

For a more clear terminology, use "brush type" instead of "tool".

For #126032 we need to write the brush type to the asset metadata (done
in !124618), so we can filter brushes based on the type (so the grease
pencil eraser tool only shows eraser brushes, for example). I'd like to
use future proof names for that to avoid versioning of asset metadata in
future, so I'd rather do the full naming change now.

RNA properties (thus BPY names) are not changed for compatibility
reasons. Can be done in 5.0, see blender/blender#124201.

Pull Request: https://projects.blender.org/blender/blender/pulls/126796
2024-09-03 15:20:34 +02:00
Campbell Barton
5cb29528e6 Cleanup: spelling in comments 2024-08-26 11:50:15 +10:00
Campbell Barton
40f96afa61 Cleanup: various non-functional changes
- Use const arguments.
- Remove redundant cast.
- Use ELEM macro.
- Use boolean & nullptr literals.
2024-08-26 11:50:12 +10:00
Campbell Barton
7e80bfaa62 Cleanup: follow naming convention for source lists
The cmake checking utility uses this to know which lists should be
scanned for souces.
2024-08-10 11:32:46 +10:00
Campbell Barton
b1be5b15c4 Cleanup: various non functional changes
Remove struct, use string copy macros.
2024-08-10 11:32:43 +10:00
Bastien Montagne
9106383a52 Fix #99875: Reserve 0 SDNA struct index for raw data.
This commit essentially adds a fake SDNA struct info at struct index
`0`, ensuring that no actual SDNA struct will use that identifier from
now on.

Pull Request: https://projects.blender.org/blender/blender/pulls/125730
2024-08-08 15:56:33 +02:00
Campbell Barton
c071030ac3 Cleanup: spelling in comments 2024-08-04 13:45:06 +10:00
Bastien Montagne
5ce7937101 Fix (unreported) wrong alignement handling for mat4x4f DNA struct.
Code was using the `struct_index` instead of the `type_index` to set the
alignement value for this struct, effectively setting that alignement
value for another struct/type than `mat4fx4f`.

Found while working on naming cleanups of maksdna code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125777
2024-08-02 11:11:51 +02:00
Bastien Montagne
bb9aba2307 Fix typo in 2372bf1377. 2024-07-31 16:30:09 +02:00
Bastien Montagne
2372bf1377 Cleanup: DNA code: sanitize naming.
Previous namings in makesdna code was very confusing and inconsistent.

This commit unifies names accross the codebase as such:
- `struct` for the structs definitions data.
- `type` for the types definitions data.
- `member` for the struct members definitions data.

Structs and types definitions are not in synced for two reasons:
- types contains also definitions for basic types (int, float, etc.).
- types can be discovered before their struct definition (as members of
  other structs).

This commit also groups all members of `SDNA` struct more logically (all
'structs' ones together, then all 'types' ones, then all 'struct
members' ones).

This commit should have no behavioral change at all.

Pull Request: https://projects.blender.org/blender/blender/pulls/125605
2024-07-31 16:06:43 +02:00
Campbell Barton
d8c2301ee8 Cleanup: use const arguments 2024-07-30 12:23:09 +10:00
Bastien Montagne
97982360de Refactor: DNA: Add util to access size of a truct.
Avoids reafile code having to access 'internals' specifics of DNA data.
2024-07-29 17:31:42 +02:00
Bastien Montagne
add9553ad1 Readfile: Improve memleaks info in debug builds.
Use the new 'Dynamic Alloc String Storage API' for the allocation
strings of the `read-struct` function in the readfile code.
Compared to the previous code, this change:
- Fixes ASAN aborting before readfile-related memleaks prints.
- In addition to the 'main owner' data type, adds the actual read struct
  type (and array size if relevant) to the alloc name.

--------------------

Note that this keeps all combinations of owner/types/array_num generated
strings for the whole duration of the program. However, this only
impacts Debug (and Release `WITH_ASSERT_ABORT`) builds.

The 'real' release builds also use a mapping now, but very small (one
entry per ID type), and with a basic `int` key. Further more, it is
optimized to only do one lookup for a whole ID and all of its 'owned'
structs, so there is no measurable impact on performances in blendfile
reading for release builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/125320
2024-07-29 12:16:47 +02:00
Campbell Barton
8418ec4952 CMake: include headers in source lists 2024-07-25 11:24:11 +10:00
Campbell Barton
62afbbef9b Cleanup: use const variables & args, pass args by reference 2024-07-25 10:17:40 +10:00
Campbell Barton
5794913fb8 Cleanup: CMake file indentation, wrap long lines 2024-07-22 09:58:45 +10:00
Jacques Lucke
a0068f2b3b Curves: store active attribute index on curves geometry
When attempting to replace `AttributeOwner` with `AttributeAccessor`, we ran into
the problem that the active attribute index is not stored on the `CurvesGeometry`.

The index can be moved between the two places without breaking forward- or backward-compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/125059
2024-07-21 09:35:37 +02:00
Jesse Yurkovich
cea81b4950 CMake: Fix some build trouble from recent TBB change
Ensure that both `makesdna` and `makesrna` can find the right runtime
binaries when they're executed during the build process.

This seems to have affected some combination of lite-debug builds.
Though full-release builds were probably affected as well if starting
from scratch.

Pull Request: https://projects.blender.org/blender/blender/pulls/125116
2024-07-20 03:06:36 +02:00
Jesse Yurkovich
ec4fc2d34a CMake: Modernize the optional TBB dependency
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.

Currently the only Blender project which uses the TBB headers directly
is `blenlib`.  However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].

This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`.  All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.

[1] blender/blender@05241f47f5

Pull Request: https://projects.blender.org/blender/blender/pulls/124916
2024-07-19 23:30:56 +02:00
Jacques Lucke
c1c3ed0e4b Fix #123542: memory display error
`mat4x4f` is not found when loading .blend files which were written
before this struct existed. The buffer-overwrite wrote into the buffer
size of our allocator (`MemHead`).
2024-06-24 11:38:59 +02:00
Campbell Barton
f646956149 Cleanup: spelling in comments 2024-06-23 12:25:22 +10:00
Jacques Lucke
934041e8d6 BLO: support overaligned types in SDNA
This fixes #121695. `float4x4` matrices are generally expected to be 16 byte aligned.
Currently, there is no mechanism (afaik) that allows allocating these overaligned types
when loading files from disk. This patch adds an array with alignment information for
 each type in `SDNA`. Currently, the alignment is just `__STDCPP_DEFAULT_NEW_ALIGNMENT__`
for all types and is manually set for the `mat4x4f` DNA type. The .blend file format is
not changed at all. The alignment information is purely runtime data.

In the future it would probably be good to generalize this a bit more instead of
hardcoding the alignment for `mat4x4f`, but would make it unnecessarily complex for
now because this is intended for the release branch.

Pull Request: https://projects.blender.org/blender/blender/pulls/123271
2024-06-19 12:16:24 +02:00
Jacques Lucke
28cef56ad2 Geometry Nodes: support capturing multiple attributes at once
By capturing multiple attributes with one node, the user can make sure that those
are evaluated together in the same context. This can be quite a bit more efficient
compared to capturing multiple fields separately (also because we don't optimize
grouping multiple capture nodes together yet).

The change is fully backward compatible. Forward compatibility has been added
for some cases. Especially, files created in older versions that are saved with this
newer version will still work in the older version.

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121665
2024-05-31 16:23:31 +02:00
Sybren A. Stüvel
d94a56bdad Anim: merge Animation data-block into bAction
The new/experimental, layered `Animation` data-block is merged with the
existing `bAction` data-block.

The `Animation` data-block is considerably newer than `bAction`, so the
supporting code that was written for it is also more modern. When moving
that code into `bAction`, I chose to keep the modernity where possible,
and thus some of the old code has been updated as well. Things like
preferring references over pointers.

The `Animation` data-block is now gone from DNA, the main database, etc.
As this was still an experimental feature, there is no versioning code
to convert any of that to Actions.

The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that
can be obtained via `some_action->wrap()`.

`animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and
`is_action_layered()`. They **all** return `true` when the Action is
empty, as in that case none of the data that makes an action either
'legacy' or 'layered' is there.

The 'animation filtering' code (for showing things in the dope sheet,
graph editor, etc) that I wrote for `Animation` is intentionally kept
around. These types now target 'layered actions' and the
already-existing ones 'legacy actions'. A future PR may merge these two
together, but given how much work it was to add something new there, I'd
rather wait until the dust has settled on this commit.

There are plenty of variables (and some comments) named `anim` or
`animation` that now are of type `animrig::Action`. I haven't renamed
them all, to keep the noise level low in this commit (it's already big
enough). This can be done in a followup, non-functional PR.

Related task: #121355

Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:58:04 +02:00
Campbell Barton
4f5f0040c0 Cleanup: back-tick quote file extensions in code-comments 2024-05-04 15:06:46 +10:00
Julian Eisel
a6ebfb05ad UI: Option to store enabled asset shelf catalogs in preferences
Adds a new asset shelf option (`STORE_ENABLED_CATALOGS_IN_PREFERENCES`
option in RNA) to use the Preferences for storing the enabled catalogs.
This way asset shelf types can decide if for their use-case, they want
to synchronize the enabled catalogs over Blender sessions and files, or
keep the stored locally in the file.

This is important because for example on one hand, it would be annoying
if for brush assets you'd have to enable the visible catalog tabs for
every 3D View and every file, while on the other hand you need that
level of control for the pose library where the catalogs the rigger/
animator cares about varies from project to project, character to
character and shot to shot.

Conceptually this also makes some sense: The new brush assets workflow
synchronizes brush assets and their catalogs across Blender sessions
and files, basically making them globally accessible independent of
the current file/project, so treating the enabled catalogs the same
is consistent.

Previously reviewed in #120264

Pull Request: https://projects.blender.org/blender/blender/pulls/121363
2024-05-03 10:20:01 -04:00
Bastien Montagne
9c8dab6b18 Fix a couple of RNA/UI issues with EEVEE next raytrace options.
- DNA defaults were not properly registered, preventing the 'reset to
  default' to work correctly.
- The RNA sub-struct path was not properly generated.
- The RNA struct had no UI/API info.
2024-04-19 10:15:39 +02:00