Age | Commit message (Collapse) | Author |
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The "set default" callback doesn't need to be defined since it falls
back to clearing the memory, but since "construct" is optional, it
needs to be defined. Mistake in 25237d2625078c6d1.
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Note: does not fix the limit in PBVH draw which is
caused by VBO limits not MAX_MCOL.
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This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
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When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.
The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
* Usually zeroes, but for colors this is white (how it was before).
* Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
* Only necessary or defined for non-trivial types like vertex groups.
* Doesn't do anything for trivial types like `int` or `float3`.
* Should be used every other time, when all values will be set.
The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.
Differential Revision: https://developer.blender.org/D15617
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Used by D14365
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The function does modify the object since it changes the name of a layer
it owns. Ideally this wouldn't be possible, but raw pointers don't have
ownership semantics so this is a common problem with CustomData.
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We don't convert to the old mesh format when writing undo steps to
avoid overhead. So we can't skip writing the hide attributes then.
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This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
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This was not supported, added now.
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Deprecated custom data type CD_MTEXPOLY has inconsistent data usage.
Reviewed By: Campbell Barton
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Add crash protection and partial recovery for corrupt .blend files,
particularly for missing UV data.
Differential Revision: https://developer.blender.org/D15489
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It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
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This gives a more clear error than finding the error with the signed
to unsigned conversion for size_t.
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This can be useful to avoid unnecessary boilerplate in various users
of the CustomData API. Split from D14685 and D14769.
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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Differential Revision: https://developer.blender.org/D15083
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Previously the function had a fair amount of ugly boilerplate to avoid
allocating the temporary layers array, and then free it if necessary.
`blender::Vector` solves that problem more elegantly. Passing a span,
using references in a few cases, and using a switch statement also make
the functions simpler.
This refactoring is in preparation for D14583 and D14685.
Differential Revision: https://developer.blender.org/D15011
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I'm not sure how that happened, sorry for the noise.
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This was missing in rBf1beb3b3f60be45854285935d6bfcedf839b317c.
Differential Revision: https://developer.blender.org/D14991
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Replace some `if/else if` chains by proper `switch` statement.
Replace some `BLI_assert(0)` calls by `BLI_assert_unreachable()` ones.
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The active/render layer is indexed from the first layer of that type. These functions
incorrectly subtracted the layer index of *each* layer, instead of the first one.
If there's only a single layer this doesn't matter, but when there are multiple layers
it will set the wrong active layer for consecutive layers.
I'm not aware of any actual errors caused by this, because the active and render layers are
only ever queried from the first layer of that type, but it was confusing during debugging a
related issue. This patch makes the behavior of CustomData_set_layer_active_index()
consistent with CustomData_set_layer_active() and the same for render.
Differential Revision: https://developer.blender.org/D14955
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For a single day in 2015 between rBff3d535bc2a6309 and rB945f32e66d6ada,
custom data structs could be written with an incorrect maxlayer field.
This means that custom data structs read from those files would think
they have more space to add new layers than they actually did, causing
a crash if more layers were added. This was found while investigating
a crash from D14365 which adds new face corner layers in versioning.
The fix is to reset all maxlayer integers to totlayer, which is
done when writing files in current Blender anyway.
The file tests/render/motion_blur/camera_zoom_blur_perspective.blend
has this problem as it was added on 2015-07-21, right between the two
commits. Adding three custom data layers in versioning code would crash.
The problem was originally found and investigated by Martijn Versteegh
(@Baardaap), thanks!
Differential Revision: https://developer.blender.org/D14786
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Implementing removal of anonymous attributes with `GeometryComponent`
instead of `Mesh` makes it more reusable for other types like curves.
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Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction
between float and byte colors is more explicit in the ui. So far, geometry
nodes couldn't really deal with byte colors in general. This patch fixes that.
There is still only one color socket, which contains float colors. Conversion
to and from byte colors is done when read from or writing to attributes.
* Support writing to byte color attributes in Store Named Attribute node.
* Support converting to/from byte color in attribute conversion operator.
* Support propagating byte color attributes.
* Add all the implicit conversions from byte colors to the other types.
* Display byte colors as integers in spreadsheet.
Differential Revision: https://developer.blender.org/D14705
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Colors and byte colors are already included in `CD_MASK_PROP_ALL`.
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The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
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color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
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Reserve "filename" when only the name component is used.
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Previously, the conversion was done manually for a fixed set of types.
Now, there is a more general utility that can be used in other contexts
(outside of geometry nodes attribute processing) as well.
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This commit fixes an issue, where for instance, when merging vertices
with the "Merge by Distance" geometry node, the resulting vertices had
their boolean attributes set unpredictably.
Boolean attributes are implemented as custom data, and when welding
vertices, the custom data for the resulting vertices comes from
interpolating the custom data of the source vertices.
This commit implements the missing interpolation function for the
boolean custom data type. This interpolation function is implemented in
terms of the logical or operation, that is to say, if any of the source
vertices (with a weight greater than zero) have the boolean set, the
boolean will also be set on the resulting vertex.
This logic matches 95981c9876483256b28.
In geometry nodes, attribute interpolation generally does not use the
CustomData API for performance reasons, but other areas of Blender
still do.
Differential Revision: https://developer.blender.org/D14172
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The custom data code checks for `LayerTypeInfo.defaultname` before
adding a second layer with a certain type. This was missed in
e7912dfa1959be671f77e4e67eab. In practice, this default name
is not actually used.
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Currently, when normals are calculated for a const mesh, a custom data
layer might be added if it doesn't already exist. Adding a custom data
layer to a mesh is not thread-safe, so this can be a problem in some
situations.
This commit moves derived mesh normals for polygons and
vertices out of `CustomData` to `Mesh_Runtime`. Most of the
hard work for this was already done by rBcfa53e0fbeed7178.
Some changes to logic elsewhere are necessary/helpful:
- No need to call both `BKE_mesh_runtime_clear_cache` and
`BKE_mesh_normals_tag_dirty`, since the former also does the latter.
- Cleanup/simplify mesh conversion and copying since normals are
handled with other runtime data.
Storing these normals like other runtime data clarifies their status
as derived data, meaning custom data moves more towards storing
original/editable data. This means normals won't automatically benefit
from the planned copy-on-write refactor (T95845), so it will have to be
added manually like for the other runtime data.
Differential Revision: https://developer.blender.org/D14154
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Maintaining and understanding these can be a burden,
so the fewer we have, the better. These particular masks
haven't been used for years.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Order copyright immediately after the license block,
this was done almost everywhere with a few exceptions.
Remove authors from a few files (we had already removed "Contributors"
section however with old patches being applied this gets added back in).
Also move descriptive text into the doxygen comment block under \file.
In some cases remove the text as it was accidentally copied.
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Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".
This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.
The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.
Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
since that is also used by the old hair particle system.
Differential Revision: https://developer.blender.org/D14007
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