Commit Graph

25582 Commits

Author SHA1 Message Date
Hans Goudey
d6cfd7d1f4 Cleanup: Remove unnecessary keywords from C++ headers
- Remove unnecessary `struct`
- Use `using` instead of `typedef`
- Remove `void` from `(void)` as function arguments
2024-01-04 15:07:48 -05:00
Sybren A. Stüvel
6cfbf9ef2f Anim: hierarchical visibility for bone collections
Bone collection visibility now respects their hierarchy.

A bone collection is only visible when it is marked as visible and all
its ancestors (so parents, greatparents, etc.) are visible. Root bone
collections have no ancestors by definition, and only consider their own
visibility.

The effective ancestors' visibility is stored on each bone collection,
in its `BONE_COLLECTION_ANCESTORS_VISIBLE` flag. This makes it possible
to determine the effective visibility from just the flags of the bone
collection itself.

The `BONE_COLLECTION_ANCESTORS_VISIBLE` flag is now stored, with the
other flags, in `BoneCollection::flags`. This means that it's stored in
DNA, even though it's derived data and should actually be stored in a
runtime struct. However, `BoneCollection` doesn't have any runtime
struct yet, and I don't feel that the introduction of this flag is a
good enough reason to introduce that just yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/116784
2024-01-04 17:43:16 +01:00
Sybren A. Stüvel
6874c87747 Cleanup: Anim, insert section start/end comments
Insert section comments `/* \{ */` and `/** \{ */` to `armature.cc`.

No functional changes.
2024-01-04 14:55:05 +01:00
Sybren A. Stüvel
d12fa306f7 Refactor: Anim, rename function to ANIM_bone_in_visible_collection()
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.

No functional changes.
2024-01-04 14:45:29 +01:00
Brecht Van Lommel
364beee159 Tests: add option to build one binary per GTest file
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.

This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.

Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
2024-01-03 18:35:50 +01:00
Brecht Van Lommel
f63accd3b6 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/116719
2024-01-03 14:49:11 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Brecht Van Lommel
4ce14a639f Revert "Cleanup: move CMake test utility functions into testing.cmake"
This breaks execution of some Windows tests.

This reverts commit 4190a61020.
2024-01-02 19:06:39 +01:00
Brecht Van Lommel
71474da5fd Fix RNG memory leak on various error conditions
This memory leak shows up in the flaky blendfile_versioning test, and
this may help fix it.
2024-01-02 17:21:30 +01:00
Brecht Van Lommel
4190a61020 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.
2024-01-02 15:34:52 +01:00
Hans Goudey
854d7afa1e Cleanup: Use FunctionRef instead of std::function
This is clearer about the lack of need for ownership of callback
data and can be faster as well.
2023-12-30 20:16:03 -05:00
Hans Goudey
7ed172336f Cleanup: Return attribute unique name string by value
Simplifies the code in this area, makes it work better with other C++
code. The max length argument isn't used anymore. But at that point we
wouldn't necessarily have a unique name anyway, which opens up for other
failures.
2023-12-29 15:08:59 -05:00
Hans Goudey
97d0b52779 Cleanup: Move sculpt cloth simulation struct to sculpt header
This didn't need to be publicly available. Also rename the structs
and enums to avoid redundancy with the C++ namespace.
2023-12-28 16:49:31 -05:00
Hans Goudey
9daa6d8115 Cleanup: Remove unnecessary namespace specification 2023-12-28 16:49:31 -05:00
Sybren A. Stüvel
129fb2eab8 Anim: make bone collections hierarchical
Make it possible to nest bone collections. The data structure on the
armature is still a flat array. It is organised as follows:

- Sibling collections (i.e. ones with the same parent) are stored
  sequentially in the array.
- Each bone collection keep track of the number of children, and the
  index of the first child.
- Root collections (i.e. ones without parent) are stored as the first
  elements in the array.
- The number of root collections is stored on the Armature.

This commit also contains the following:

- Replaced the flat UIList of bone collections with a tree view.
- Updated the M/Shift+M operators (move/assign to collection) to work
  with hierarchical bone collections.
- Updated RNA interface to expose only root collections at
  `armature.collections`. All collections are available on
  `armature.collections.all`, and children at `bonecollection.children`.
- Library override support. Only new roots + their subtrees can be added
  via overrides.

See https://projects.blender.org/blender/blender/issues/115934

Co-authored with @nathanvegdahl and @nrupsis.

Pull Request: https://projects.blender.org/blender/blender/pulls/115945
2023-12-28 18:14:55 +01:00
Sybren A. Stüvel
33576de0f6 Cleanup: Anim, reformatting
Just some code reformatting.

No functional changes.
2023-12-28 14:38:51 +01:00
Hans Goudey
7d44065f73 Cleanup: Revert replacement of GSQueue with std::queue
There are some tragic design flaws with the Microsoft STL
implementation of `std::dequeue`. Unless we implement our
own similar data structure or use an implementation from
another library, the change isn't worth it.

This reverts commit b26cd6a4b9.
This reverts commit cc11ba33d9.
This reverts commit c929d75054.
This reverts commit bd3d5a750d.
2023-12-27 12:34:49 -05:00
Hans Goudey
06eda2a484 Cleanup: Remove most indirect includes of BKE_customdata.hh
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
2023-12-26 23:59:44 -05:00
Hans Goudey
d54b24c55a Cleanup: Remove unnecessary/indirect includes in sculpt headers
The main goal is removing bmesh.hh from BKE_paint.hh, since that
includes it in many more files than necessary. Also remove more
includes from sculpt_intern.hh.
2023-12-26 23:26:32 -05:00
Hans Goudey
a683d1b0c6 Cleanup: Use BitVector instead of BLI_bitmap in sculpt code 2023-12-26 23:26:32 -05:00
Hans Goudey
bd3d5a750d Cleanup: Use std::queue instead of GSQueue in multires_unsubdivide 2023-12-26 23:26:32 -05:00
Jacques Lucke
f824476bd5 UI: add support for uiLayout based panels
This adds support for so called "layout panels" which are panels that are created as part
of `uiLayout`. The goal is to make it easier to have expandable sections as part of a UI.

The initial use case for this are panels in the geometry nodes modifier. This patch provides
a better solution compared to what was attempted in #108565.

### Problems with Existing Approaches

Currently, there are two ways to create these expandable sections:
* One can define a new `Panel` type for each expandable section and use the `parent_id`
  to make this a subpanel of another panel. This has a few problems:
  * `uiLayout` drawing code is more scattered, because one can't just use a single function
    that creates the layout for an entire panel including its subpanels.
  * It does not work so well for dynamic amounts of panels (e.g. like what we need for
    the geometry nodes modifier to organize the inputs).
  * Typically, Blender uses a immediate-ui approach, but subpanels break that currently
    and need extra handling.
  * The order of panels is not very explicit.
  * One can't interleave subpanels and other ui elements, subpanels always come at the
    end of the parent panel.
* Custom solution using existing `uiLayout`. This is done in the material properties. It
  also has a few problems:
  * Custom solutions tend to work slightly different in different places. So the UI is less unified.
  * Can't drag open/close multiple panels.
  * The background color for subpanels does not change.

### Solution

A possible solution to all of these problems is to add support for panels to `uiLayout` directly:
```cpp
/* Add elements before subpanel. */
if (uiLayout *panel_layout = uiLayoutPanel(layout, ...)) {
  /* Add elements in subpanel, but only of the panel is open. */
}
/* Add elements after subpanel. */
```

Integrating subpanels with `uiLayout` has some benefits:
* Subpanels are treated like any other sub-layout and don't have unnecessary boilerplate.
* It becomes trivial to have a dynamic number of potentially nested subpanels.
* Resolves all mentioned problems of custom subpanel solutions.

### Open/Close State

The most tricky thing is to decide where to store the open/close state. Ideally, it should
be stored in the `region` because then the same layout panel can be opened and closed
in every region independently. Unfortunately, storing the state in the region is fairly
complex in some cases.

For example, for modifier subpanels the region would have to store an open/close state
for each panel in each modifier in each object. So a map with
`object pointer + modifier id + panel id` as key would be required. Obviously, this map
could become quite big. Also storing that many ID pointers in UI data is not great and
we don't even have stable modifier ids yet. There also isn't an obvious way for how to
clear unused elements from the map which could become necessary when it becomes big.

In practice, it's rare that the same modifier list is shown in two editors. So the benefit of
storing the open/close state in the region is negligible. Therefor, a much simpler solution
is possible: the open/close state can be stored in the modifier directly. This is actually
how it was implemented before already (see `ui_expand_flag`).

The implementation of layout panels in this patch is *agnostic* to how the open/close
state is stored exactly, as long as it can be referenced as a boolean rna property. This
allows us to store the state in the modifier directly but also allows us to store the state
in the region for other layout panels in the future. We could consider adding an API that
makes it easy to store the state in the region for cases where the key is simpler.
For example: `uiLayoutPanel(layout, TIP_("Mesh Settings"), PanelRegionKey("mesh_settings"))`.

### Python API (not included)

Adding a Python API is fairly straight forward. However, it is **not** included in this patch
so that we can mature the internal API a bit more if necessary, before addon developers
start to depend on it. It would probably work like so:

```python
if panel := layout.panel("Mesh Settings", ...):
    # Add layout elements in the panel if it's open.
```

Pull Request: https://projects.blender.org/blender/blender/pulls/113584
2023-12-22 17:57:57 +01:00
Hans Goudey
78c3253553 Fix #116069: Incorrect data transfer custom normals behavior
Mistake in 89e3ba4e25 and 451c054d9b. Though I'm not
exactly sure why, it looks like the result layer needs to be filled with
"default" values before the transfer.
2023-12-21 14:54:22 -05:00
Hans Goudey
48b0a504b4 Cleanup: Remove unnecessary argument in mesh normals code
This function is only used in one place, and the argument was constant.
2023-12-21 14:54:22 -05:00
Hans Goudey
ebb9cf21ec Fix: Incorrect curves asset in recent commit
Mistake in f63a7c1ee9
2023-12-21 10:54:26 -05:00
Falk David
da78dd47e3 Fix #116343: Drawing on frame with auto-keying off gives error
When drawing on a frame that didn't have a keyframe, but did have a drawing,
Blender would report that there was no drawing to draw on.
The issue was some faulty logic on the invoke of the drawing code.

Now, this properly checks if a new frame needs to be inserted and
only reports an error in case auto-key is off and there is no drawing.

Pull Request: https://projects.blender.org/blender/blender/pulls/116417
2023-12-21 12:10:50 +01:00
Falk David
89947aac1c Cleanup: Non-const version of get_active_layer 2023-12-21 11:09:23 +01:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Hans Goudey
f63a7c1ee9 Curves: Add basic custom normals support
Add a new normal mode called "Custom" which directly interpolates
a "custom_normal" attribute to the evaluated points for the final
normal. Extend the "Set Curve Normal" node with this mode and
give it the ability to set the custom normal value.

This is intentionally a very basic implementation of custom normals.
In particular, the storage is not rotation invariant. So the normals
are expected to be set procedurally at the end of the modifier stack.
On the other hand, it is very easy to understand and explain.

Pull Request: https://projects.blender.org/blender/blender/pulls/116066
2023-12-21 03:29:18 +01:00
Hans Goudey
8e30dc12da Cleanup: Debug build error, unused variable warnings 2023-12-20 21:24:53 -05:00
Hans Goudey
7132c7a53c Cleanup: Replace MVertTri type with C++ vector
Similar to 7c69c8827b. Remove more unused includes.
2023-12-20 20:59:11 -05:00
Hans Goudey
b9b47088bc Cleanup: Remove unnecessary DNA_meshdata_types.h includes
Except for vertex groups and a few older color types, these
are generally replaced by newer generic attribute types.
Also remove some includes of DNA_mesh_types.h, since it's
included indirectly by BKE_mesh.hh currently.
2023-12-20 20:58:38 -05:00
Hans Goudey
2c43a9eed9 Cleanup: Move BKE_mesh_calc_edges to bke namespace
Also use reference for mesh argument, and move edges calculation
from legacy faces to "legacy" file.
2023-12-20 20:47:10 -05:00
Lukas Tönne
e470edf3e1 Geometry Nodes: initial Volume Grid socket support
This is the initial implementation for the volume grid sockets that has been
discussed during the November 2023 geometry nodes workshop.

It adds initial support for passing volume grids around in sockets. Furthermore,
it adds two new nodes. Both are initially hidden under the "New Volume Nodes"
experimental option until we have a few mode nodes.
* **Get Named Grid**: Gets or extracts a volume grid from a volume geometry
  based on the grid's name.
* **Store Named Grid**: Puts a volume grid back into a volume with a name.

`SocketValueVariant` is extended to support grids besides single values and fields.

Next steps:
* Implement grid socket shape and inferencing (currently, they just look like
  single values).
* Add implicit conversions between grid types.
* Implement nodes that operate on the grids (#116021).
* Improved spreadsheet and viewer support.

Links:
* https://devtalk.blender.org/t/volumes-in-geometry-nodes-proposal/31917
* https://devtalk.blender.org/t/2023-11-06-geometry-nodes-workshop-notes/32007#volumes-3

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/115270
2023-12-20 22:33:17 +01:00
Hans Goudey
19b46e0816 Cleanup: Make format 2023-12-20 14:54:50 -05:00
Hans Goudey
4f8d584325 Cleanup: Inconsistent struct vs. class declaration warning 2023-12-20 14:14:11 -05:00
Hans Goudey
edf8a776ac Cleanup: Use forward declarations to replace includes of BKE_attribute.hh
Remove most includes of this header inside other headers, to remove unnecessary
indirect includes which can have a impact on compile times. In the future we may
want more dedicated "_fwd.hh" headers, but until then, this sticks with the
solution in existing code.

Unfortunately it isn't yet possible to remove the include from `BKE_geometry_set.hh`.
2023-12-20 13:25:28 -05:00
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
Bastien Montagne
25ab53a4af Cleanup: Remove LibOverride Template experimental feature.
This was added at the start of the project, as a way for the source
library to control what would be overridable by the user of the data
(production files).

The implementation never went beyond the experimental area, and only
exposed in the python API then. The idea has been superseeded by the
'cherry-pick' design, so there is no point in keeping this code any
longer.
2023-12-20 17:57:24 +01:00
Hans Goudey
399e8264e6 Cleanup: Remove unused paint struct
Also remove documentation of obvious function arguments.
2023-12-20 10:29:52 -05:00
Jacques Lucke
a72e7a220d Volumes: refactor volume grid storage
This refactors how volume grids are stored with the following new goals in mind:
* Get a **stand-alone volume grid** data structure that can be used by geometry nodes.
  Previously, the `VolumeGrid` data structure was tightly coupled with the `Volume` data block.
* Support **implicit sharing of grids and trees**. Previously, it was possible to share data
  when multiple `Volume` data blocks loaded grids from the same `.vdb` files but this was
  not flexible enough.
* Get a safe API for **lazy-loading and unloading** of grids without requiring explicit calls
  to some "load" function all the time.
* Get a safe API for **caching grids from files** that is not coupled to the `Volume` data block.
* Get a **tiered API** for different levels of `openvdb` involvement:
  * No `OpenVDB`: Since `WITH_OPENVDB` is optional, it's helpful to have parts of the API that
    still work in this case. This makes it possible to write high level code for volumes that does
    not require `#ifdef WITH_OPENVDB` checks everywhere. This is in `BKE_volume_grid_fwd.hh`.
  * Shallow `OpenVDB`: Code using this API requires `WITH_OPENVDB` checks. However, care
  is taken to not include the expensive parts of `OpenVDB` and to use forward declarations as
  much as possible. This is in `BKE_volume_grid.hh` and uses `openvdb_fwd.hh`.
  * "Full" `OpenVDB`: This API requires more heavy `OpenVDB` includes. Fortunately, it turned
  out to be not necessary for the common API. So this is only used for task specific APIs.

At the core of the new API is the `VolumeGridData` type. It's a wrapper around an
`openvdb::Grid` and adds some features on top like implicit sharing, lazy-loading and unloading.
Then there are `GVolumeGrid` and `VolumeGrid` which are containers for a volume grid.
Semantically, each `VolumeGrid` has its own independent grid, but this is cheap due to implicit
sharing. At highest level we currently have the `Volume` data-block which contains a list of
`VolumeGrid`.

```mermaid
flowchart LR
  Volume --> VolumeGrid --> VolumeGridData --> openvdb::Grid
```

The loading of `.vdb` files is abstracted away behind the volume file cache API. This API makes
it easy to load and reuse entire files and individual grids from disk. It also supports caching
simplify levels for grids on disk.

An important new concept are the "tree access tokens". Whenever some code wants to work
with an openvdb tree, it has to retrieve an access token from the corresponding `VolumeGridData`.
This access token has to be kept alive for as long as the code works with the grid data. The same
token is valid for read and write access. The purpose of these access tokens is to make it possible
to detect when some code is currently working with the openvdb tree. This allows freeing it if it's
possible to reload it later on (e.g. from disk). It's possible to free a tree that is referenced by
multiple owners, but only no one is actively working with. In some sense, this is similar to the
existing `ImageUser` concept.

The most important new files to read are `BKE_volume_grid.hh` and `BKE_volume_grid_file_cache.hh`.
Most other changes are updates to existing code to use the new API.

Pull Request: https://projects.blender.org/blender/blender/pulls/116315
2023-12-20 15:32:52 +01:00
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
c455f76267 Cleanup: remove redundant casts, use const casts 2023-12-20 10:11:01 +11:00
Hans Goudey
d093c9075d Cleanup: Check for null before copying datablocks
Avoid relying on the null check inside of `BKE_id_copy_ex`,
which shouldn't really be there.
2023-12-19 13:31:43 -05:00
Damien Picard
faefaa4447 I18n: extract and disambiguate a few messages
Extract:
- Compositor error messages.
- `bUnitDef`s were broken after cleanup commit 2b77cd726d. Since each
  unit's "display name" is now preceded by a consistent "name_display"
  comment, the regex which extracts the unit is greatly simplified.
  It now relies on the presence of the comment instead of the struct
  order.
- "Preset" menu and "Apply Preset" button from the curveprofile
  template.
- Operator labels from the catalog context menu.

Disambiguate:
- "Bake Data": can mean "Which data to bake" (verb), or "The data that
  were baked" (noun).
- "Cache" in the Simulation Nodes panel is a verb, not a noun.
- "Mix" in the snapping menu is a noun, not a verb.
- "Top" and "Bottom" can mean the upper part of an object or the
  highest point or element of something like a menu or list.

Pull Request: https://projects.blender.org/blender/blender/pulls/115963
2023-12-19 18:41:09 +01:00
Aras Pranckevicius
4ef5d9f60f ffmpeg: optimize ffmpeg_postprocess
After doing regular movie frame decoding, there's a "postprocess" step for
each incoming frame, that does deinterlacing if needed, then YUV->RGB
conversion, then vertical image flip and additional interlace filtering if
needed. While this postprocess step is not the "heavy" part of movie
playback, it still takes 2-3ms per each 1080p resolution input frame that
is being played.

This PR does two things:
- Similar to #116008, uses multi-threaded `sws_scale` to do YUV->RGB
  conversion.
- Reintroduces "do vertical flip while converting to RGB", where possible.
  That was removed in 2ed73fc97e due to issues on arm64 platform, and
  theory that negative strides passed to sws_scale is not an officially
  supported usage.

My take on the last point: negative strides to sws_scale is a fine and
supported usage, just ffmpeg had a bug specifically on arm64 where they
were accidentally not respected. They fixed that for ffmpeg 6.0, and
backported it to all versions back to 3.4.13 -- you would not backport
something to 10 releases unless that was an actual bug fix!

I have tested the glitch_480p.mp4 that was originally attached to the
bug report #94237 back then, and it works fine both on x64 (Windows)
and arm64 (Mac).

Timings, ffmpeg_postprocess cost for a single 1920x1080 resolution movie
strip inside VSE:
- Windows/VS2022 Ryzen 5950X: 3.04ms -> 1.18ms
- Mac/clang15 M1 Max: 1.10ms -> 0.71ms

Pull Request: https://projects.blender.org/blender/blender/pulls/116309
2023-12-19 18:28:51 +01:00
Hans Goudey
a0f8a6dae8 Fix #116351: Assert in sculpt mode with no faces 2023-12-19 10:56:30 -05:00
Miguel Pozo
b1e83f8323 Draw: Reuse GPUViewport when doing viewport render animations
Allows supporting motion blur for EEVEE-Next viewport render animations.
It should also provide a slight performance improvement.

Pull Request: https://projects.blender.org/blender/blender/pulls/116199
2023-12-19 16:12:30 +01:00
Philipp Oeser
85bf6814c7 Fix #116325: crash assigning non-valid material.paint_active_slot
Similar to 64e955f522 (but extended a bit).

Fix by preventing access of non-existent (or out of bounds)
`TexPaintSlot`.

In the future, we should probably even prevent it further by using
`RNA_def_property_int_funcs` (but that is for a later commit).

Pull Request: https://projects.blender.org/blender/blender/pulls/116345
2023-12-19 15:46:03 +01:00