Commit Graph

388 Commits

Author SHA1 Message Date
Hans Goudey
19001c9e6c Cleanup: Move attribute domain enum to C++ header, use enum class
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
2023-12-20 13:25:28 -05:00
Hans Goudey
8dd8f932e2 Cleanup: Rename Mesh loop_data to corner_data
Related to #110434, efbee2d606, 7c69c8827b
2023-12-19 20:39:05 -05:00
Hans Goudey
efbee2d606 Mesh: Rename totvert, totedge, and totloop fields
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.

Pull Request: https://projects.blender.org/blender/blender/pulls/116350
2023-12-20 02:21:48 +01:00
Campbell Barton
4d965615fc Cleanup: various C++ changes (use ELEM & string copy macros) 2023-12-17 16:25:10 +11:00
Christoph Lendenfeld
9bfd7debcd Refactor: Move ED_id_action_ensure to animrig
No functional changes.

Move the function ED_id_action_ensure to animrig,
and rename it to `id_action_ensure`.
This is in order to reduce references from animrig
to the editor code.

Pull Request: https://projects.blender.org/blender/blender/pulls/116101
2023-12-14 10:17:18 +01:00
Hans Goudey
b52a071e7a Cleanup: Remove unnecessary Mesh C-API functions
Like mentioned in the docstrings, use the C++ API or access methods
in C++ code.
2023-12-13 08:40:21 -05:00
Nathan Vegdahl
274dc815eb Fix: update collada export code to use the new bone collections array
I missed this in the previous commit, which broke building Blender.
2023-12-11 12:06:38 +01:00
Hans Goudey
e0d95b95cc Fix: Build error and format fixes after previous cleanup 2023-12-08 17:19:46 -05:00
Hans Goudey
854cdd1180 Cleanup: Use consistent "mesh" variable name (replace "me")
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
2023-12-08 16:40:06 -05:00
Jeroen Bakker
65e58fe574 CMake: Fix Compiling Shader Builder on macOS
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
2023-12-08 15:47:14 +01:00
Christoph Lendenfeld
48d35bfe53 Refactor: Pass Keyframe settings as arguments
No functional changes.

Before this PR the interpolation mode of a new keyframe
was read from the User Preference at the deepest level
where the keyframe is created.

In case where this shouldn't be done, the flag
`INSERTKEY_NO_USERPREF` was passed in.
In this case it would fall back to some default values.

In order to make these low level functions
more flexible, the keyframe settings are now passed in.
I've made a new struct `KeyframeSettings` that holds the
* interpolation
* key type
* handle type

and a function `get_keyframe_settings` that allows
you to quickly get this settings struct.

This is a first step that will allow to pass in the
interpolation mode from python in the future.

Part of #113278

Pull Request: https://projects.blender.org/blender/blender/pulls/115898
2023-12-08 13:09:11 +01:00
Christoph Lendenfeld
e0806e6d51 Refactor: combine x and y for insert_vert_fcurve into float2
No functional changes.

To reduce the argument count of `insert_vert_fcurve`,
the x and y argumentsto define the position
of a keyframe can be merged into a single `float2`

Pull Request: https://projects.blender.org/blender/blender/pulls/115886
2023-12-07 12:05:09 +01:00
Hans Goudey
7a96c4672c Cleanup: Move BMesh headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/115817
2023-12-05 23:01:12 +01:00
Sybren A. Stüvel
42083c8357 Refactor: move ANIM_bone_collections.h into the .hh file
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.

No functional changes.
2023-12-05 15:10:27 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Campbell Barton
3b5031f1cb Cleanup: use 'r_' prefix for output arguments, order last
Also clarify some naming.
2023-11-30 10:42:18 +11:00
Ray Molenkamp
1b6cd937ff Cleanup: CMake: Modernize bf_imbuf dependencies
Pretty straightforward

- Remove any bf_imbuf paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115425
2023-11-25 23:37:24 +01:00
Ray Molenkamp
6b70c04724 Cleanup: CMake: Modernize bf_depsgraph dependencies
Pretty straightforward

- Remove any bf_depsgraph paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/115422
2023-11-25 22:51:59 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Christoph Lendenfeld
69a3c5c7fc Refactor: move code related to fcurve keyframe insertion
No functional changes.

Move the functions
`insert_vert_fcurve` and
`insert_bezt_fcurve`
from `ED_keyframing.hh` / `keyframing.cc`
to `ANIM_fcurve.hh` / `fcurve.cc`
in animrig

Pull Request: https://projects.blender.org/blender/blender/pulls/114570
2023-11-07 14:33:52 +01:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node group
Design task: #93551

This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.

Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.

Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.

**Procedural**

The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.

**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.

### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
  automatically   if there are mixed smooth vs. not smooth tags. Meshes
  now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
  triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
  controlling the sharp edge attribute. This means the mesh itself
  (without an object) doesn't know anything about automatically smoothing
  by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
  are removed, and are replaced by the simpler `Mesh.corner_normals`
  collection property. Since it gives access to the normals cache, it
  is automatically updated when relevant data changes.

Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609

### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
   results because face corner normals are used instead of interpolated
   vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
  which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
  Previously every edge was split before rendering, now it looks triangulated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
Sergey Sharybin
85c557ffa2 Cleanup: Rename BLI_string_utils.h to BLI_string_utils.hh
All users of it are now C++, which opens doors to add C++ to the
public API.
2023-10-20 10:27:26 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Sybren A. Stüvel
3d6713e086 Fix #113178: .dae file with collection-less armature crashes on import
If the DAE file was written with something other than Blender 4.0, it
doesn't have the bone collections info. That resulted in a nullptr, which
is now handled properly.
2023-10-03 10:34:44 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Brecht Van Lommel
ca5f1c0f00 Shaders: rename Principled BSDF Emission to Emission Color
Ref #99447
Ref #112848
2023-09-25 19:50:41 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Campbell Barton
d4dbbab5d9 Cleanup: locate break statements inside the case body
Follow the convention used almost everywhere in Blender's code.
2023-09-23 21:17:50 +10:00
Campbell Barton
d2c271ec84 CMake: use bf_io_ prefix for IO tests
This simplifies running built-in IO tests with:

  ctest -R bf_io_

Also use "bf_io_" prefix for the libraries since it was already used
by some and it's a useful hint the libraries are used for IO.
2023-09-23 20:22:19 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
6a8fc659ba Cleanup: spelling in comments 2023-09-22 10:02:05 +10:00
Sybren A. Stüvel
83306754d4 Collada: add bone collection support
Replace the import/export of armature layers with bone collections.

The Old Way:
- Export: Each bone would store which armature layer it was on.
- Import: All armature layers that contain at least a bone are shown.

The New Way:
- Export: Each armature contains a list of its bone collections,
  including which one is active and which ones are visible.
- Export: Each bone stores which bone collection it is on.
- Import: the above data is simply used as-is.

Due to limitations of the current Collada importer code, each "extra"
tag can only occur once per Collada node. This means that it was
impossible to write a `<collection name="Bones">` tag for each bone
collection, as only one of those would actually be stored by the
importer for further processing. To work around this limitation, all
bone collection related tags store their values as newline-separated
strings. Example:

```
<node id="Armature">
  <extra>
    <technique profile="blender">
      <collections sid="collections" type="string">Layer 1
Layer 3b
Group
That One Bone</collections>
      <visible_collections sid="visible_collections" type="string">Layer 1
Layer 3b
That One Bone</visible_collections>
      <active_collection sid="active_collection" type="string">That One Bone</active_collection>
    </technique>
  </extra>
</node>
```
2023-09-21 17:09:25 +02:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.

This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
  Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
  patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.

No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111976
2023-09-06 00:48:50 +02:00
Campbell Barton
e8c812a307 Cleanup: spelling in comments, update dictionary 2023-09-03 21:35:07 +10:00
Hans Goudey
425b871607 Mesh: Replace EdgeHash and EdgeSet with C++ classes
The `EdgeHash` and `EdgeSet` data structures are designed specifically
as a hash of an order agnostic pair of integers. This specialization can
be achieved much more easily with the templated C++ data structures,
which gives improved performance, readability, and type safety.

This PR removes the older data structures and replaces their use with
`Map`, `Set`, or `VectorSet` depending on the situation. The changes
are mostly straightforward, but there are a few places where the old
API made the goals of the code confusing.

The last time these removed data structures were significantly changed,
they were already moving closer to the implementation of the newer
C++ data structures (aa63a87d37).

Pull Request: https://projects.blender.org/blender/blender/pulls/111391
2023-08-29 17:00:33 +02:00
Sybren A. Stüvel
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Campbell Barton
a56200c1ed Cleanup: sort cmake file lists 2023-08-24 11:38:41 +10:00
Campbell Barton
33a05725be Cleanup: spelling in comments 2023-08-21 10:05:45 +10:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Campbell Barton
1a675d0c47 Cleanup: format disabled code 2023-08-09 10:49:53 +10:00
Brecht Van Lommel
6e6716c180 Cleanup: compiler warnings 2023-08-08 17:37:24 +02:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
bc8c892c65 Cleanup: Move WM headers to C++
Also move a few more headers that included WM headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/110815
2023-08-04 23:11:22 +02:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Campbell Barton
8c8ff6b85b Cleanup: spelling in comments, use C-style comments 2023-08-03 09:44:28 +10:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Campbell Barton
b9d785d0a8 Cleanup: replace NULL with nullptr in freestyle, makesrna & other files 2023-08-01 21:15:52 +10:00
Campbell Barton
52acf6a6ec Cleanup: correct file names in comments after C -> C++ renaming
Use back-tick quotes to differentiate these from plain text.
2023-07-31 13:02:30 +10:00