Commit Graph

68 Commits

Author SHA1 Message Date
Aras Pranckevicius acbd952abf Cleanup: fewer iostreams related includes from BLI/BKE headers
Including <iostream> or similar headers is quite expensive, since it
also pulls in things like <locale> and so on. In many BLI headers,
iostreams are only used to implement some sort of "debug print",
or an operator<< for ostream.

Change some of the commonly used places to instead include <iosfwd>,
which is the standard way of forward-declaring iostreams related
classes, and move the actual debug-print / operator<< implementations
into .cc files.

This is not done for templated classes though (it would be possible
to provide explicit operator<< instantiations somewhere in the
source file, but that would lead to hard-to-figure-out linker error
whenever someone would add a different template type). There, where
possible, I changed from full <iostream> include to only the needed
<ostream> part.

For Span<T>, I just removed print_as_lines since it's not used by
anything. It could be moved into a .cc file using a similar approach
as above if needed.

Doing full blender build changes include counts this way:
- <iostream> 1986 -> 978
- <sstream> 2880 -> 925

It does not affect the total build time much though, mostly because
towards the end of it there's just several CPU cores finishing
compiling OpenVDB related source files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111046
2023-08-16 09:51:37 +02:00
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
Campbell Barton 9e3dc02bed Cleanup: naming consistency for find functions
- find_from_name -> find_by_name.
- find_from_index -> find_index.

This matches naming used elsewhere in Blender API's.
2023-08-06 15:57:24 +10:00
Hans Goudey 8bb8cfb54e Cleanup: Remove unnecessary struct keyword from C++ headers
Pull Request: https://projects.blender.org/blender/blender/pulls/110734
2023-08-03 01:11:28 +02:00
Hans Goudey 65591b2c8c Refactor: Retrieve node operator asset with property
In order to more reliably pass the asset to the operator, use a string
property with the full asset path instead of using a context pointer.
This is required to support the quick favorites menu, shortcuts, and
to draw operator inputs in the redo panel. In all of those situations
the original context isn't available. This also feels safer, since we
rely less on storing pointers to data with a less-defined lifetime.

Pull Request: https://projects.blender.org/blender/blender/pulls/110018
2023-08-01 14:54:58 +02:00
Campbell Barton ed01e16aa6 Cleanup: quiet uninitialized warnings 2023-07-29 13:47:57 +10:00
Ray molenkamp 4ea2baf4ae CMake: revert last weeks modernizations
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on  top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.

Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.

the only way forward appears to be back.

this reverts :

19422044ed
a670b53abe
0f541db97c
be516e8c81
3e88a2f44c
4e64b772f5
9547e7a317
07fe6c5a57

The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.

Pull Request: https://projects.blender.org/blender/blender/pulls/110438
2023-07-25 16:43:21 +02:00
Ray Molenkamp 0f541db97c Cleanup: CMake: Modernize bf_intern_clog dependencies
Pretty straightforward

- Remove any clog 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/110350
2023-07-21 18:37:30 +02:00
Ray molenkamp 07fe6c5a57 Cleanup: CMake: Modernize bf_blenkernel dependencies
Pretty straightforward

- Remove any blenkernel paths from INC
- Add a dependency though LIB

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

Pull Request: https://projects.blender.org/blender/blender/pulls/109939
2023-07-11 19:28:01 +02:00
Ray Molenkamp 04235d0e55 Cleanup: CMake: Modernize bf_blenlib dependencies
Pretty straightforward

- Remove any blenlib paths from INC
- Add a dependency though LIB

Pull Request: https://projects.blender.org/blender/blender/pulls/109934
2023-07-10 22:04:18 +02:00
Ray Molenkamp 57ad866d81 Cleanup: CMake: Modernize bf_guardedalloc dependencies
Pretty straightforward

- Removes any guardedalloc paths from INC
- Adds a dependency though LIB

Pull Request: https://projects.blender.org/blender/blender/pulls/109925
2023-07-10 18:44:19 +02:00
Ray Molenkamp 7cebb61486 Cleanup: CMake: Modernize bf_dna dependencies
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
2023-07-10 15:07:37 +02:00
Hans Goudey 1b4b90f5f7 Cleanup: Remove unnecessary C API for asset representation
Now that almost all code is in C++, this is unnecessary and
just confuses things with multiple entry points to the same code.

Pull Request: https://projects.blender.org/blender/blender/pulls/109661
2023-07-04 14:46:19 +02:00
Hans Goudey e4cc91a611 Geometry Nodes: Node group operators initial phase
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.

A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.

3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.

This is only the first phase of the node group operator feature.
Many more features will be added in next steps.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/108947
2023-06-29 13:57:54 +02:00
Campbell Barton 24fef21bf8 Cleanup: cmake indentation 2023-06-16 12:20:33 +10:00
Julian Eisel 92ff750bbf Refactor: Get rid of asset handle for drag & drop
`AssetHandle` is meant as temporary design and should be replaced by
`AssetRepresentation`. This moves us another step closer to that.

Rather than taking data from the volatile asset handle and storing that
in the drag data, store the (more persistent) asset representation there
and access data from it where needed.
2023-06-09 15:19:41 +02:00
Julian Eisel 0044c93e84 Cleanup: Use ID type enum instead of unsafe integer
Adds type safety and removes need for explicit casts.
2023-06-09 12:27:23 +02:00
Julian Eisel 631e5d5d4f Asset system: Store ID type in asset representation
No user visible changes expected.

This brings us another step closer to replacing the temporary asset
handle design with the proper asset representation design. I held off
with this a bit because we eventually want to support non-ID assets, but
for now it is fine to consider all assets to be IDs. In future the asset
system can make the necessary distinctions still.

Now only the preview is handled via asset handle still.
2023-06-08 20:55:10 +02:00
Julian Eisel 4394de611f Asset system: Add public functions for asset identifier query
No user visible changes expected.

This is needed in #104831 but makes sense to expose publicly in the
asset system APIs either way. So committing this to the main branch
already.
2023-06-08 18:51:00 +02:00
Campbell Barton 87ff8ee09a Cleanup: disambiguate the term 'path'
Use filepath or dirpath, unless the contents might be either,
in that case note that the contents could be both.
Use `rna_path*` in some cases too.
2023-06-05 10:57:34 +10:00
Campbell Barton 74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Campbell Barton 823685db76 Cleanup: consistent doxygen comment blocks
Also remove doxygen block for comments in a functions body.
2023-05-27 15:10:58 +10:00
Campbell Barton 802af4e04b BLI_file: split BLI_rename into two functions
Include the term "overwrite" so users of this function are aware
this function will delete the destination file (unlike LIBC rename).

- Add BLI_rename_overwrite (previously called BLI_rename).
- BLI_rename is now a wrapper for rename.

Use BLI_rename when renaming in the file selector.
2023-05-16 13:15:48 +10:00
Campbell Barton 3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Campbell Barton 1ab72e8459 Cleanup: use BLI_path_* prefix for path splitting functions
Also order string size after each string instead of grouping strings and
their sizes afterwards.
2023-05-02 21:08:13 +10:00
Campbell Barton 6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Dalai Felinto 5d0595fded Suport relative path option per-asset library
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
2023-04-25 20:56:57 +02:00
Campbell Barton 10fc2d6d96 Cleanup: remove basepath argument from BLI_path_normalize{_dir}
Keep these operations separate to simplify path handling logic & docs.
Many callers passed NULL and there were times paths were passed in which
didn't make any sense (where the paths had already been made absolute).
2023-04-24 12:23:04 +10:00
Philipp Oeser 100f37af49 Fix #100053: Incorrect saving asset catalogs after renaming parent item
When a parent item was renamed, the `TreeView` was doing everything as
expected, however `AssetCatalogService::update_catalog_path` is supposed
to also update the catalog paths of all sub-catalogs [which it does --
but it does not tag sub-catalogs as having unsaved changes, resulting in
wrong saving of catalogs afterwards, meaning the parent item was saved
with the old name and a new item with the new name was created].

Now also tag sub-catalogs for having unsaved changes.

This should also go into 3.3 LTS

Pull Request: https://projects.blender.org/blender/blender/pulls/107121
2023-04-20 11:21:27 +02:00
Campbell Barton 440cccecdc Cleanup: spelling in comments 2023-04-05 14:39:51 +10:00
Sergey Sharybin 8f1925c2f6 Cleanup: make format 2023-03-30 15:28:21 +02:00
Julian Eisel d90795bc3c Asset System: New "weak" asset reference for storing in .blend files
No user visible changes expected.

For brush assets, we need a way to store a reference to a brush in .blend files, so that the last active brush can be restored from the file. See #101908. It seems like a generally useful thing to have.

Adds a new DNA struct to store a "weak" asset reference, that is, a reference that can break under a number of circumstances, but should work reliably enough under normal usage. There's no way to reliably reference an asset currently, so this works on a "best effort" basis. It can break when assets are moved inside the asset library, asset libraries are unregistered from the Preferences, or a file is opened on a different machine with different Preferences, for example. It can also break currently if an asset library is renamed.
It contains:
- Information to identify the asset library the asset can be found in.
- A relative "identifier" (currently a relative path) for the asset within the asset library.

There's further code to resolve a weak reference to file paths and Blender library paths.

Part of #101908.

Co-authored-by: Bastien Montagne <bastien@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/105603
2023-03-30 12:25:42 +02:00
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
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.
2023-03-30 10:51:59 +02:00
Sergey Sharybin d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Campbell Barton 1ddbe7cadd Cleanup: move doc-strings into headers, remove duplicates
In some cases move implementation details into the function body.
2023-03-29 14:37:34 +11:00
Campbell Barton e853a67efc Cleanup: use BKE_blendfile_* for functions defined in BKE_blendfile.h 2023-03-17 16:45:42 +11:00
Julian Eisel ee213f3c4d Merge branch 'blender-v3.5-release' 2023-03-16 15:58:34 +01:00
Julian Eisel a958ae36e8 Fix #104305: Crash in node editor with large asset libraries
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.

For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.

`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).

Fixes #104305, #105535.

Pull Request: #105773
2023-03-16 15:40:31 +01:00
Julian Eisel cb20f2cbf9 Fix build error after previous merge
Function was moved and renamed in 48814c25fd.
2023-03-16 15:27:27 +01:00
Julian Eisel 55811b2919 Assets: Add function to query data-block library path from asset
No user visible change.

This is needed for #105773, but will cause conflicts in the main branch,
so committing it separately.
2023-03-16 15:25:00 +01:00
Jacques Lucke 79bce99260 Fix #104857: crash when datafiles/assets folder does not exist
This adds some simple null checks to avoid the crash. It might still
be good to improve the error message, but also does not seem as
important as avoiding the crash. Typically, users should not run into
this issue because the assets are shipped with Blender.
2023-02-27 14:02:03 +01:00
Hans Goudey b5fa180d5d Fix: Missing essentials path in internal assets function 2023-02-21 08:42:02 -05:00
Julian Eisel a7ccb3df3e Fix possible compiler warning and linker error
Type was forward declared as class, but is a struct. GCC is quiet about this
Clang gives a warning about potential linker errors on MSVC.
2023-02-15 15:37:30 +01:00
Julian Eisel ae84a2956e Assets: Preference for default import method for an asset library
The default import method for an asset library can now be determined in
the Preferences. The Asset Browser has a new "Follow Preferences" option
for the importing. The essentials asset library still only uses "Append
(Reuse Data)".

This is part of #104686, which aims at improving the import method
selection, especially for the introduction of the new essentials library
(which doesn't support certain import methods). Further changes are
coming to improve the UI, see #104686.

Pull Request: #104688
2023-02-15 12:51:23 +01:00
Jacques Lucke b3fb73f325 Assets: bundle Essentials with Blender
This patch adds an "Essentials" asset library that is bundled with Blender.
Also see #103620. At build time, the `lib/assets/publish` folder is copied
to `datafiles/assets` in the build directory.

In the UI, the "Essentials" library can be accessed like other custom asset
libraries with the exception that assets from that library cannot be linked.

The immediate impact of this is that Blender now comes with some geometry
node groups for procedural hair grooming.

Pull Request #104474
2023-02-14 17:35:29 +01:00
Julian Eisel 99e71ec1f2 Assets: Store pointer to owning asset library in asset representation
This is needed to be able to query asset library information from an
asset. This again is relevant especially for the "All" asset library,
where you can't just directly access the library itself, which is
different for different assets.

The current design is that an asset representation is owned by exactly
one asset library, so having this pointer is perfectly compatible with
the design.

Reviewed by: Julian Eisel
2023-02-13 12:57:03 +01:00
Campbell Barton 60d9de767d Cleanup: remove redundant forward declarations for structs 2023-01-18 18:41:13 +11:00
Julian Eisel 35e54b52e6 Assets: "All" asset library
Adds a new built-in asset library that contains all other asset
libraries visible in the asset library selector menu. This also means
all their asset catalogs will be displayed as a single merged tree. The
asset catalogs are not editable, since this would require support for
writing multiple catalog definition files, which isn't there yet.

Often it's not relevant where an asset comes from. Users just want to be
able to get an asset quickly, comparable to how people use a search
engine to browse images or the web itself, instead of first going to a
dedicated platform. They don't want to bother with first choosing where
they want the result to come from.
This especially is needed for the Asset Shelf (T102879) that is being
developed for the brush assets project (T101895). With this, users will
have access to all their brushes efficiently from the 3D view, without
much browsing.

Did an informal review of the asset system bits with Sybren.
2023-01-10 15:41:58 +01:00
Julian Eisel a243a9dc79 Cleanup: Remove unused headers in asset files 2022-12-14 15:43:05 +01:00